Questions tagged [rendering]

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

Filter by
Sorted by
Tagged with
0 votes
0 answers
350 views

Faster ways of rendering to a texture what is viewed by a camera in a given specific moment (Unity)

What I want to achieve is to render to a texture what is viewed by a camera in a given specific time or frame, and then stop rendering to the texture, delete the camera and stay with that texture for ...
Kim Shutter's user avatar
1 vote
0 answers
118 views

World texturing techniques in FPS game

Texturing for small objects (pickups and enimies) can easily be done UV-unwrapping the model, and use a texture of reasonable size to make the model look good. But how can texturing be done for the ...
user877329's user avatar
1 vote
2 answers
5k views

How to make a Sprite be displayed always behind everything else?

What I am in need to achieve is to have a Sprite always facing the camera identically to what happens with any simple game UI object, but instead of always displayed above everything else, it should ...
Kim Shutter's user avatar
3 votes
2 answers
3k views

How to Load and Apply a Cube Map with DDS Texture Loader?

So I have been spending a lot of time recently implementing a working skybox/skysphere, and have almost completed it. The last thing that I need to do is to load my given texture, a skybox texture ...
Xenonic's user avatar
  • 153
2 votes
1 answer
822 views

Game Modeling good practice regarding quads and ngons

I'm asking myself if using quads is really the better practice instead of using ngons (for flat surfaces!) when it comes to game modeling. I often read this and saw models that look like this (96 ...
daniel's user avatar
  • 21
1 vote
1 answer
408 views

Libgdx shaperender within a circle as limitter

I encountered a problem, where my small entities would be rendered out of the bounds of my radar. At the time I solved it like this: ensure, that the object would be within the circle, but, that's ...
Keey's user avatar
  • 56
2 votes
1 answer
524 views

How do I calculate specular contribution in physically-based rendering?

I'm trying to implement physically-based rendering, in a small game engine built for academic and learning purposes. I cannot understand the right way to calculate specular and diffuse contribution, ...
TheCrafter's user avatar
3 votes
1 answer
285 views

Sine-based Tiled Procedural Bump

I am trying to implement this formula to generate bump but I am facing some issue. The result doesn't look the same it's much darker. Here is my result (without same parameters) but it is much darker ...
MaT's user avatar
  • 1,045
1 vote
1 answer
475 views

Gameobjects disappearing when changing renderer.material.color

I'm generating an array of objects using this code: ...
Aurasphere's user avatar
0 votes
2 answers
4k views

How does billboarding 3D sprites affect performance?

I was reading the Unity manual on trees and one of the claims made is as follows: Unity uses optimisations (eg, billboarding for distant trees) to maintain good rendering performance... I was ...
JSideris's user avatar
  • 143
7 votes
0 answers
914 views

Irradiance Map ( Irradiance environment map)?

As irradiance map is generated for every possible normal for all the texels in environment map (as every texel act as a light source) so that we can look up irradiance map, based on normal of fragment ...
user2259784's user avatar
0 votes
2 answers
1k views

Zoom at a specific point using Orthographic camera

Currently I can perform Zoom which seems to be working fine but essentially what I'm really trying to do is zoom on a position offset from center as currently when I zoom then zoom is performed at the ...
Kartik150's user avatar
  • 163
3 votes
0 answers
275 views

Unity's 'Ambient' Occlusion occludes everything. How to do it better?

I'm experimenting with custom AO solutions for Unity. While looking at the source for their built-in SSAO effect, I noticed the shader is doing this: ...
russ's user avatar
  • 131
7 votes
1 answer
1k views

How can I reduce the draw calls in a split screen game?

I am working on a split screen game with one camera per player. It appears that the number of draw calls is multiplied by the number of cameras I have, which makes perfect sense. More cameras means ...
Evorlor's user avatar
  • 5,793
1 vote
2 answers
413 views

How to optimize my random terrain generation and usage?

I'm new to Unity. I've created an algorithm to procedurally generate a circle-shaped tunnel made of primitive cubes GameObjects. The problem is that the game is very laggy and I can understand why: ...
Aurasphere's user avatar
2 votes
1 answer
298 views

Why is quad rendered at the center (0,0) instead of top left when using orthographic projection

I have been trying to render a quad(containg a texture) using orthographic camera so that the quad can be rendered using the screen coordinates directly. I started of by rendering just a triangle ...
Kartik150's user avatar
  • 163
0 votes
1 answer
1k views

In Game Maker Studio, why does the image rotation have to be performed every step?

I'm a software developer who's trying to get into game development casually on the side. I picked up Game Maker Studio a while ago on a Steam Sale, and I'm finally getting into using it, especially ...
Taylor Lopez's user avatar
1 vote
0 answers
876 views

Unity: Build looks different then gameview: runtime reflection probes not working correctly

Im having a really hard time figuring out how to configure my reflection probes to update in runtime once I build. The game port view looks totally different than the build view. Ive tried turning off ...
Coffeecoffeecoffee's user avatar
1 vote
1 answer
161 views

Does Specular Power affect the Brightness?

I read the book Real-Time Rendering, 2nd Edition. Somewhere in there it say: But I did the experiment and concluded that the mshi doesn't seem to affect to the brightness (it causes the area just to ...
ljc123456gogo's user avatar
4 votes
4 answers
471 views

Image-Space coherence of the z-buffer algorithm

I'm reading Hierarchical z-Buffer Visibility by Ned Greene et al. and they state that traditional Z buffering makes reasonably good use of image-space coherence in the course of scan conversion. I ...
0xbadf00d's user avatar
1 vote
1 answer
312 views

Libgdx, TiledMap, and tearing

My TiledMap tears when the window is specific sizes, resized, or the camera moves. The tileset is padded by 2px and have tried as high as 10px. Each tile is 70x70. Here are the pack.json settings, <...
1ncline's user avatar
  • 23
2 votes
2 answers
364 views

Unity3D: How to convince the user of objects moving closer with layering?

I'm currently developing a Universe Simulator for Android. I had a question regarding layering. I have a list of 100k 3DPoints each represent a stars co-ordinates. I have decided to break the cameras ...
MarsYeti's user avatar
  • 135
0 votes
2 answers
105 views

Running subsystems at difference update intervals

I want to update the rendering at 60fps, but the logic at some lower rate, say 15Hz. But if an object only moves when the game logic updates, then it would appear to stutter badly especially for lower ...
Anonymous Entity's user avatar
1 vote
1 answer
296 views

Sprite quickly disappears after rendering

I'm currently making space invaders and I'm using the game loop pattern as described here. I have an entity class from which there is a spaceship derived class. The base entity class contains all of ...
loremIpsum1771's user avatar
2 votes
1 answer
163 views

Bidirectional Path Tracing questions

I'm coding a Bidirectional Path Tracing application for school in C++ and I have some questions (I haven't found useful explanations on the web) 1) Why does the EyePath have one more vertex? 2) When ...
Render's user avatar
  • 21
1 vote
2 answers
115 views

Hide building roof & Hide faces/vertices depending on world location

I'm currently developing a small game for my own enjoyment and I've ran into a problem. As you probably know many third person games (such as Runescape and XCOM, for example) hide the roofs when you ...
Charanor's user avatar
  • 7,840
0 votes
2 answers
3k views

Optimising Voxel World Rendering

There are a couple of questions like this already. This one is different because it is specifically about rendering, as opposed to navigation and generation. I've implemented suggestions from here ...
Lucien's user avatar
  • 1,176
1 vote
0 answers
723 views

Box2d - Texture lagging and flickering

I'm having issues with texture rendering in my game. I've done a lot of research and repeated the same steps of tutorials over the internet to render and update Sprite positions properly. Somehow, ...
Igor Lopes's user avatar
2 votes
1 answer
712 views

How to create realism similar to scenes rendered in Vray?

I am tasked to make a game which requires very realistic interior scenes. Unity's bedroom demo(http://blogs.unity3d.com/2015/11/10/bedroom-demo-archviz-with-ssrr/) really caught my eye. See I know how ...
Kumaresan Sandran's user avatar
0 votes
3 answers
2k views

LibGDX efficient colored rectangle rendering

I'm creating a game in which I renderer around 1000 to 2000 solid colored squares per frame, 90% of which are the same size: ~4 px depending on the dpi. I am looking for the most efficient way to ...
Matthew D. Scholefield's user avatar
0 votes
2 answers
14k views

Objects rendering only on editor, but not on build (they get invisible)

Everything works fine in the editor, but when I build the game, none of the objects in the scene are rendered, and only the skybox and UI text is visible. But although they aren't appearing, they are ...
Yuuza's user avatar
  • 103
0 votes
0 answers
231 views

Libgdx and Box2D TiledMap render is not smooth

I'm building simple side scroller game. My player (square) move fast and it interacts with other world objects. Problem is when my player is moving it seems that all world is rendering somehow strange ...
user3334375's user avatar
3 votes
0 answers
266 views

Texture gets blurry when moving Box2D body

I'm having this issue that is very annoying. Somehow the texture of the player body is getting blurry and leaving a slight trail with its colors when moving it. The interesting fact is, this only ...
Igor Lopes's user avatar
2 votes
1 answer
348 views

What is render path? [closed]

What is "render path"? Who invented this term? I can suppose that this thing mean something one from the list below: The thing which shows which rendering technique should be used (e.g. forward/...
Konstantin Burlachenko's user avatar
0 votes
1 answer
49 views

HTML Canvas Makes Everything Bolder On Right Side

For some strange and sudden reason, my canvas seems to make lines thicker and darker on the right ~1/4-ish. I have tried multiple browsers and different computers and they all have the same rendering ...
GPinskiy's user avatar
  • 103
1 vote
2 answers
1k views

How to reproduce this triangle filling scanline effect using a shader?

I'm writing a renderer for an old DOS game in which 3D polygons were rendered in software. I'd like to simulate, using a shader, the following material/effect, used for filling a triangle: The fist ...
tigrou's user avatar
  • 3,214
1 vote
1 answer
352 views

Using a smaller off-screen buffer for rendering

I am seeing this in most of the game codes I read and tutorial videos I watch. When using double buffering in rendering, they use a smaller sized off-screen buffer, then just scale it up when drawing ...
userx01's user avatar
  • 346
1 vote
4 answers
3k views

Unity sprites rendering problems on Android

I'm creating a simple 2d game for android, with normal sprites and animations. The problem is that when I open the game on my smartphone (Samsung galaxy trend plus), The sprites are rendered this way: ...
Andrea Dragotta's user avatar
0 votes
1 answer
6k views

In Unity, how do I make a mesh change its opacity during runtime?

I'm trying to make a isometric game. I want to make it so that when the player goes behind a wall, the wall's alpha goes down. How do I go about doing this? I have this code that I made, but I don't ...
Mustaqim Hassan Cheong's user avatar
6 votes
1 answer
2k views

How to render water reflections on multiple heights

I'm making a voxel game on OpenGL, and are trying to find a way to render semi-realistic water (At least partially good looking, it doesn't need to be strictly scientific accurate). All sources ...
Ivelate's user avatar
  • 383
4 votes
1 answer
3k views

The better performance in occlusion culling, plane or quad?

In the above picture, when the left camera shows two small parts of the quad, all of that is rendered (it can be a very large quad). But in the right one only two small parts of it is rendered. Which ...
Mahdyfo's user avatar
  • 151
0 votes
1 answer
147 views

SVD vs Normal decomposition for BRDF compression

In the slides over here by NVidia, they describe methods for BRDF compression. They first create a BRDF matrix where each column(or row) corresponds to a single light direction (or outgoing view ...
Muhammad Omer's user avatar
0 votes
1 answer
235 views

How does UV mapping work for the spaces between vertices?

In UV mapping each vertex has a UV coordinate, but wouldn't that just make 1 pixel for every vertex? How do you find out the texture coordinate for the spaces in between the vertices? Am I not ...
fabtasticwill's user avatar
0 votes
1 answer
168 views

Slick & LWJGL Flickering Problem

I have an flickering problem with rendering tiles. Rendering Method. ...
Barış Doğa Yavaş's user avatar
0 votes
1 answer
153 views

Multitexturing depending on given variables?

I'm having trouble with rendering multiple textures. Using XNA gamestudio: working with 3D meshes and texturing. Effect.fx HLSL I do have a map/level that loads from a heightmap. - This works I have ...
GravityBug's user avatar
2 votes
0 answers
2k views

OpenGL Render Queue Design

I am currently designing the rendering system for a 2D game built in C++ and OpenGL, and am unsure about how to go about implementing a sorting procedure to maximise efficiency and minimize OpenGL ...
TheInfernalCow's user avatar
0 votes
1 answer
878 views

Problem with transparent textures in SFML

I have been told that this is kind of a common problem with transparent textures, but didn't get any further information on how to solve it. In my code, I'm trying to render this texture (a square ...
user35443's user avatar
  • 101
0 votes
1 answer
1k views

How to map square texture to triangle?

I want to find the texture coordinates for point P. I have the vertices of the triangle and their corresponding uv coordinates. The numbers in the little squares in the texture represent color ...
john john's user avatar
  • 199
0 votes
0 answers
192 views

Disable buffer swapping in LibGDX

Is there a way to disable buffer swapping in LibGDX every time the "render" call of ApplicationListener returns? I mean - I'm looking on some way to be able to tell the framework if I want the buffers ...
luke1985's user avatar
  • 316
4 votes
3 answers
2k views

Painter algorithm vs. 3D rendering with Z-buffer when drawing 2D Sprites

I'm currently developing a tile base engine. I want it to look like your average old school tilebased RPG like Zelda - Link to the past (orthographic projection, squared tile texture, textures ...
Chris's user avatar
  • 229

1
11 12
13
14 15
26