The process of generating an image or series of images from a model by means of computer programming.

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48 views

What is “ping pong” in the context of graphics rendering?

I have to render a scene, once per light, and blend the result of the various passes. I heard and read that one way to increase performances and render targets to use would be ping pong. I'm new to ...
2
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0answers
45 views

DX 11 Specular Highlights in Deferred Renderer

I am currently implementing a deferred renderer in DX11.1. Right now I am having a problem that I can't seem to crack with specular highlights when I have multiple light sources. I keep a vector of ...
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1answer
37 views

Why does this no longer render the “test tri”?

So I got this code about rendering a shaded tri using sharpDX ... var vertexShaderByteCode = ShaderBytecode.CompileFromFile("MiniTri.fx", "VS", "vs_4_0", ShaderFlags.None, EffectFlags.None); var ...
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1answer
84 views

cost of texture change vs color change

How would I go about determining the difference in cost between changing the render color of an object every frame vice changing the texture (same sheet, just changing the source rectangle) every ...
2
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2answers
82 views

Render with multiple lights (one pass per light)

Hi I'm new here so sorry if I make some mistakes writing this question. I have already a system that at the moment handle multiple lights just passing an array of light struct and loop through it. I ...
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0answers
87 views

How do I structure my models for 3D animation?

I have a question about implementing a 3D animation system in my engine. The following is how I am attempting to model the render / animation systems. (Note: I am using Haskell for the pseudo-code ...
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1answer
175 views

LWJGL SlickUtil Texture Binding

I am making a 3D game using LWJGL and I have a texture class with static variables so that I only need to load textures once, even if I need to use them more than once. I am using Slick Util for this. ...
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1answer
39 views

How to draw a specific GameObject into RenderTexture in unity?

To apply my effect, I should draw only several specific objects into a RenderTexture, with their material, and then use the RenderTexture as a texture for an another object. I think ...
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2answers
126 views

Java: Camera Rendering

Which is the best way to detect whenever an object or tile is inside the Camera Range so I can draw it? With "best" I mean more efficient, and quicker. Thanks
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1answer
31 views

When and how to apply affine translations to vertices of a mesh with LWJGL

So, I have a rigid body class, containing a list of vertices and a 4x4 transformation matrix. At the moment, I'm applying the transformation matrix to each vertex individually, and am unable to revert ...
0
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1answer
22 views

SDL render to a texture

I am trying to create a button for my game there are lots of similar buttons so using an image for each one is a bit inefficient. So I want to load an image then copy some text over it and render that ...
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1answer
76 views

Input handling between game loops

This may be obvious and trivial for you but as I am a newbie in programming I come with a specific question. I have three loops in my game engine which are input-loop, update-loop and render-loop. ...
2
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2answers
196 views

Update and render in separate threads

I'm creating a simple 2D game engine and I want to update and render the sprites in different threads, to learn how it is done. I need to synchronise the update thread and the render one. ...
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0answers
31 views

OpenGL - using gluSphere

I have an OpenGL code that currently draws several spheres at different locations. I generate the vertex buffer data (and normal data) myself. However, to simplify the code and increase efficiency, I ...
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2answers
45 views

LibGDX Images not loading

Now my Image isn't loading to the screen. I tried to be decorative with the code but since it isn't working I made it just like the video I'm whatching. I don't get any exceptions, but the image ...
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0answers
12 views

Using Graphics from my Frame's paint() gives cutting effect every call to repaint()

Every frame the run() method of my thread calls the repaint() of the frame subclass, in this frame subclass I override the paint(Graphics) and since I want to have different screens from my game I ...
3
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1answer
292 views

Microfacet model - BRDF obtain extreme values at grazing angles

I've been trying to replicate the result of this paper (linked directly to PDF paper, but you don't need to read it to give an answer) and encountered a problem with the BRDF according to the ...
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2answers
72 views

How to determine the visibility of a single vertex, given a viewpoint?

I have a 3D triangle mesh, and I want to know, given a viewpoint (defined by a model, view and projection matrix), if a certain vertex is visible or not. My approach was to render the mesh using ...
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0answers
30 views

Java Graphics Rendering Bug

So I've been playing around with moving objects using KeyListeners and active rendering via while(true) loop. CANVAS.createBufferStrategy(3); BufferStrategy buffer = CANVAS.getBufferStrategy(); ...
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1answer
37 views

Should I avoid rescaling models when rendering?

I am quite new to game development and currently developing a simple 3D game with MonoGame and Blender. The game is basically a 3D version of Pong. At first I developed the models at a constant size ...
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2answers
106 views

How to render rounded shape perfectly?

I'm having issues rendering rounded shape figures. I have a Texture with different images in it and I get this whale figure from it with TextureRegion but the stroke of it looks pixelated. The ...
2
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1answer
592 views

Drawing and scrolling very large zoomed tilemaps

I've been working on my game editor and doing some performance tests. In the meantime I realized that my editors performance goes significant down if I draw a large map and zoom it. 100% zoom = 112 ...
2
votes
1answer
62 views

Failing Screen Resize Method

So I want my game to draw to a specific "optimal" size and then be stretched to fit screens that are a different size. I'm using LibGDX and figured that I could just draw everything to a FrameBuffer ...
10
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1answer
279 views

Rendering only a part of the screen in high detail

If graphics are rendered for a large viewing angle (e.g. a very large TV or a VR headset), the viewer can't actually focus on the entire image, just a part of it. (Actually, this is the case for ...
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1answer
38 views

Render on other render targets starting from one already rendered on

I have to perform a double pass convolution on a texture that is actually the color attachment of another render target, and store it in the color attachment of ANOTHER render target. This must be ...
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0answers
25 views

Turning on collision crashes game

I am getting a null pointer excecption to both my sprite and level. I am working on my mob class, and when I try to move him and the move function is called, the game crashes after checking collision ...
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2answers
77 views

How to mimic the same fixed-size horizon as in this racing game?

I am trying to replicate the same horizon (buildings and sky) as in the image below: As you can see, the player has advanced in a straight line, yet the horizon has still the same size: This is ...
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0answers
26 views

Light shaped like a line

I am trying to figure out how line-shaped lights fit into the standard point light/spotlight/directional light scheme. The way I see it, there are two options: Seed the line with regular point ...
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0answers
50 views

Libgdx - 2D Mesh rendering overlap glitch

I am trying to render a 2D circle segment mesh (quarter circle)using Libgdx/Opengl ES 2.0 but I seem to be getting an overlapping issue as seen in the picture attached. I cant seem to find the cause ...
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1answer
82 views

spinning a 2d Cube

I know that a cube is actually a 3d shape , but i have some other problem over here. I have been doing 2D Game dev using libgdx but have never touched 3D rendering. Now what I want in my 2D game is ...
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0answers
32 views

Where can I find a collection of photorealistic scenes? [closed]

Where can I find a collection of 10-100 3D scenes with photorealistic levels of detail? For example, the scene rendered here contains photorealistic detail. Note I want the underlying object models, ...
1
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1answer
31 views

How should I handle a modelview stack with multiple shader programs involved?

I'm building a framework where each object has an associated program and each object has a 'draw' method. What is the best choice, to have a single modelview stack handled by a Renderer class or to ...
0
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0answers
25 views

Transparency in XNA-4 primitives

I'm using XNA 4 with Visual Studio 2010. I'm trying to create a simple 3D world with walls and doors in which the user to free to roam around. A wall is just a rectangle which is currently being ...
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1answer
64 views

Implementing Camera Zoom in a 2D Engine

I'm currently trying to implement camera scaling/zoom in my 2D Engine. Normally I calculate the Sprite's drawing size and position similar to this pseudo code: render() { var x = sprite.x; ...
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0answers
96 views

How can I reduce draw calls when using glBufferSubData and DYNAMIC_DRAW?

At first I had the problem where I had about 150 rectangles rendered every tick. I only used STATIC_DRAW and glBufferData. I added support for DYNAMIC_DRAW and glBufferSubData and now I have a very ...
7
votes
2answers
365 views

Java single Array best choice for accessing pixels for manipulation?

I am just watching this tutorial https://www.youtube.com/watch?v=HwUnMy_pR6A and the guy (who seems to be pretty competent) is using a single array to store and access the pixels of his to-be-rendered ...
12
votes
6answers
574 views

Seamless tilemap rendering (borderless adjacent images)

I have a 2D game engine that draws tilemaps by drawing tiles from a tileset image. Because by default OpenGL can only wrap the entire texture (GL_REPEAT), and not just part of it, each tile is split ...
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0answers
78 views

Create multiple viewports in minecraft?

Im new to minecraft modding, but Im curious about the possibility of creating a mod such that players could set up a 'security camera' with its own viewport so that the player could 'see what the ...
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0answers
53 views

C# Fit an image into the outline of a 2d sprite character body perfectly

Ok, I'm trying to wrap my head around how to begin doing this. I tried on stackoverflow.com but my question was downvoted/closed for being "too broad"; so here goes again in more detail. I have two ...
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1answer
100 views

When should I use instancing versus a constant buffer?

I've heard something about instancing and understood it's useful for drawing the same object many times with slight changes. It's faster because you call the draw function once per frame and update ...
0
votes
1answer
69 views

Which buffering process would be more efficient?

I'm working on the base engine of my game right now, specifically converting a text file into a level on-screen. As a 2D platformer, each level has an array of rectangles that can be drawn to the ...
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0answers
38 views

XNA 4.0 displaying .fbx texture problem

Here is my image. I have Steve from MineCraft I exported it to .FBX format. After Googling for a while, I changed sampling mode to PointClamp and turned off anti-aliasing, but somehow the texture ...
0
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0answers
39 views

How can I transform one triangle into another triangle with HTML5 Canvas? [duplicate]

Given a triangle I'm searching for the canvas transformation to transform it into an other Triangle with the corner coordinates (A,B,C) Input triangle: Red Triangle: A'=(0,0) B'=(80,80) C'=(0,80) ...
2
votes
1answer
53 views

Specular map: What about the specular reflection's highlight' size?

I think I know what a specular map is and what it's used for (here is an example). http://www.rastertek.com/dx10tut21.html One of the models of specularity that are highly popular is Phong. In Phong ...
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vote
1answer
88 views

Rendering models in isometric view

How to setup the rendering and camera for isometric gameworld projection? And specifically how do i get the images exactly the right size? What angles to use to get the exact 2/1 isomtric view? ...
9
votes
3answers
1k views

How many active shaders at one frame in the game (should I typically use)? 5? Or more like 100?

I have a question: how many shaders are usually active at the same time in one scene in modern games? I mean: I know that multiple shaders are being used (switching between them in each frame). And ...
2
votes
1answer
215 views

How can I create a “cracked glass” material?

I'm trying to figure out how the cracked and chipped glass effect in a Bioshock Infinite Burial at Sea Episode 2 works. My current guess is that it is essentially a transparent shader with gloss. It ...
1
vote
1answer
72 views

Render error in xna DrawPrimitive for Assimp Mesh

I am trying to render the vertices of a scene with a cube I exported as an OBJ from Blender. The 8 vertices become 24 when imported into XNA but when I render it I dont see all faces. This is not an ...
1
vote
1answer
125 views

How do I use tiles and sprites together in an isometric scene?

I'm trying to write a 2D isometric scene. Rendering order is complex, since both tilemaps and sprites are different concepts. Rendering one of the 2 before the other will draw the scene incorrectly. ...
1
vote
1answer
130 views

What should I do when a VBO becomes too large in OpenGL?

Currently I have one buffer for my vertex data and one buffer for normals data. I fill them and then pass them to OpenGL for rendering. The problem is when I load too large mesh file like "Lucy" from ...