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

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1answer
55 views

How do I set which side of a mesh is visible?

I know little about 3D game development, but I'm trying to understand how to set what side of a mesh has the visible face. I am using Wild Magic 5 and my object looks like this: VertexFormat* ...
12
votes
6answers
578 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 ...
2
votes
1answer
90 views

How do I check why is no output on screen?

I'm using OpenGL 3.3+, and I'm trying to create an orthographic projection to draw on screen. I have the model data in a buffer: X Y 0, 0 50, 100 100, 0 And I create my Model-View-Projection ...
1
vote
1answer
98 views

Unity Vectrosity line drawing duplicates

I'm using vectrosity in my project and I'm having a problem when loading a level for the second time in a single session. When I load the level the first time, no render problem as seen HERE But ...
0
votes
1answer
36 views

Text not being rendered until I recreate the text class in SDL

I made a Text class, it is as shown below: Text::Text(const int score, const float &x, const float &y, const float &w, const float &h, SDL_Renderer *rend) { font = ...
2
votes
1answer
216 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 ...
3
votes
2answers
132 views

OpenGL - Index buffers problem

I have a custom file format that has all the needed information for a 3D mesh (exported from 3ds Max). I've extracted the data for vertices, vertex indices and normals. I pass to OpenGL the vertex ...
2
votes
0answers
62 views

SVG—rendering performance

I have created a jump'n'run browser-game based on SVG. The »World« grew large (~80px * ~20000px, before scaled to viewport height) and rendering went slow. In consequence I included a range searching ...
0
votes
1answer
107 views

Game Taking too long during render cycles [closed]

Firstly, I'm not asking anyone to read my code. It is only posted as a reference just in case you want to. I am asking for general tips on how to get my game running at higher FPS on android, for ...
3
votes
3answers
377 views

Why haven't graphics cards been designed for voxel rendering?

I stumbled across the following article on Wikipedia regarding voxels that says: One such problem cited by Carmack is the lack of graphics cards designed specifically for such rendering requiring ...
31
votes
7answers
7k views

Why do games ask for screen resolution instead of automatically fitting the window size?

It seems to me that it would be more logical, reusable and user-friendly to implement flexible, responsive UI layout over a 3d or 2d screen, which can then be run on any screen resolution. Some ...
0
votes
1answer
117 views

How can I render cloud patterns like in these examples?

I have a quick question. I see in many games, usually in the menu, some moving "clouds" in the background, apparently additive blended into each other, which does a really nice job immersing the ...
0
votes
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
0
votes
1answer
110 views

Two issues with testing LibGDX on Android

1) When I test my game on desktop it is 100% fine. When I test it on my Nexus 7 physical device, it is the same except the backgrounds have no color. For example my splash screen has a greenish ...
-2
votes
1answer
106 views

Why is my Snake' tail rendering the wrong sprite? [closed]

I am making a snake game in Unity. The game is simple, using Texture2D to display the head, tail and body parts. I am stuck with this problem: I stored 4 textures (each one for one of the four ...
2
votes
4answers
321 views

Why would you use software rendering over hardware rendering, today?

As opposed to CPU or software rendering I assume? Wouldn't generally all current rendering be GPU based, seeing as you would be using OpenGL or Direct X? Could someone give me some info here, can't ...
0
votes
1answer
61 views

Is there any reasons to make sprites and bodies line up?

So in LibGDX the Sprite objects position is where it's 0,0 mark is in the word. In Box2D a a bodies position is in it's center. So to line these up when you update the sprites position with the ...
0
votes
1answer
154 views

OpenGL: How to improve the performance of rendering context [closed]

I have written a benchmark program that compares the performance of OpenGL and DirectX libraries. The problem is that OpenGL gets much lower performance than Direct3D. At the end the program generates ...
0
votes
1answer
51 views

Direct3D: should I use MIXED_VERTEXPROCESSING?

Yesterday on Youtube I watched a video tutorial about creating Direct3D stuff. On that tutorial there was a part about VERTEXPROCESSING compatibility with older video cards. The guy said that the ...
2
votes
2answers
406 views

How do I render a rounded rectangle in libgdx?

I've been thinking of ways to render a rounded rectangle in libgdx. I haven't found a pre-built way in the documentation. I've looked at: ShapeRenderer, but that's apparently quite expensive ...
1
vote
2answers
112 views

How to use blender files in your own engine?

It is not trivial to use your own shader on blender, so I've created a good-looking webgl shader. Now, what do I need to use the things I made in blender on it? An obvious first idea would be to parse ...
0
votes
3answers
102 views

How can a game engines renderer be compatible with a 3d modeling software such a Maya

So you create some model in say Maya, you apply all kinds of effect to the model and then export the file. So then the game engine has to load the file and render it, so surely the game engines needs ...
1
vote
1answer
198 views

Cocos2D - Fill a Sprite with a pattern

I have a CCSprite with a certain shape in Cocos2D and I would like to fill it with a pattern, as seen here: I've seen a lot of examples where they fill a rectangle with a pattern, or even a ...
0
votes
0answers
48 views

Rendering bug in java

I'm using a simple rendering method in java to render tiles. Everything looks fine, but I notice that some rows grow 1 pixel when I move, and dhen shrink back, but I have no idea why. Infos: I'm ...
3
votes
1answer
126 views

Understanding and editing HDR light environments in Photoshop

I'm working with an in-development system that uses .hdr environments (equirectangular projection) to provide image-based lighting (IBL) to a 3D rendering. I'm trying to understand what range of ...
1
vote
1answer
78 views

Who should handle animations when game logic is separated from rendering?

Suppose I have a tile-based game and I want the step to be 1 tile but also want the movement to be smooth while the player is getting there. If I understand correctly, the only way to achieve this ...
6
votes
1answer
196 views

Optimize state changes within a render queue

I am refactoring some parts of the game engine I am working on. This engine is made in C# with XNA. The part I have trouble with is shader/material and the render queue. In the new version I will ...
3
votes
1answer
116 views

Self occluding object and alpha blending

Look at the object I've rendered with my app: It's the same screen twice, above the original and below I've drawn (by hand :P) the shape of the mesh of one of plant's leaves. You can clearly see ...
0
votes
1answer
93 views

Correct GL settings to mix 2D and 3D rendering

I'm programming a 3D game engine with 2D GUI. The GUI objects have partially transparent textures and the transparency works more or less. The sky color is rendered in transparent areas of the ...
2
votes
2answers
142 views

How can I determine the pixels covered by a transformed triangle (without drawing it)?

I have three points that form a triangle in a 3D scene. I want to apply an arbitrary rotation/translation transformation to this polygon and later check in which pixels of an image they would be ...
2
votes
1answer
92 views

Rasterizing parametric solids in Minecraft voxel space

I'm trying to render giant procedurally generated trees in Minecraft. I have code that generates a tree model and represents it parametrically as a collection of cones and spheres using vectors and ...
0
votes
1answer
103 views

When entities don't draw themselves, who actually does?

There are countless questions here about whether entities should draw themselves or not. The answer is almost universally no, there should be a renderer. And I do see a point in having a single place ...
1
vote
1answer
258 views

What is the delta value passed to the Screen's render method?

The delta value given to the render method in the Screen class is a non-constant number. What is it? Where does it come from? Does it differ by screen size?
1
vote
0answers
169 views

LibGDX - Box2D: Realistic Light and Layers

I'm having some problems with my current game. Short description: It's a 2D game where you have to avoid the lights or you lose HP. My problem is the following one: Here is the rendering process: ...
7
votes
3answers
319 views

Terrain & Multi-Texturing

I'm using OpenGL (Version 4.4) (and C++ if that matters). I've created a terrain renderer, the terrain is stored as a 3D scalar field (isosurface/voxels). It uses a slightly modified version of ...
0
votes
1answer
284 views

How can I apply an outline effect in Unity?

I want to apply an outline effect for several objects on the scene. Nope, the standard outline shader from the toon-shader package don't met my criteria. I want to create an effect like this: To ...
1
vote
0answers
136 views

LibGDX render sprites in tiled-map format ( convert texture to sprite )

I am creating a game in which till now I have used textures to create A 2D tiled game. I have created a matrix which converts the touch co-ordinates into a array index number and according to that ...
-2
votes
1answer
168 views

Load single texture atlas for multiple sprite

Recently, I am developing sudoku game. For this, I have created multiple grid 9x9,12x12 and 15x15. For this numbers are repeated so multiple sprite renderer are created and it load same number ...
0
votes
0answers
94 views

Libgdx TileMap size limitations

I have a tmx file of 800*18 size.. It is working but there is some problem like sometimes game is slow or the player jumps too much high or the collision from ground doesn't happen properly and player ...
5
votes
2answers
719 views

Why is my gameloop logic not being restricted to 60 per second?

Here is my gameloop (taken from http://www.koonsolo.com/news/dewitters-gameloop/) which is supposed to limit the game (logic) updates to 60 per seconds and render as fast as the device allows: long ...
0
votes
1answer
66 views

How to create a vertex buffer that provides this pattern?

I have a series of vertices that I want to layout with the following configuration, but I haven't been able to find out how to do this with the square and X pattern. Most of the time I have generally ...
0
votes
3answers
218 views

Why is my texture drawn in a different place when in fullscreen?

I'm trying to draw a texture (with a crescent moon) in the middle of the y-axis: public void draw(SpriteBatch batch) { batch.draw(lune, 0, Gdx.graphics.getHeight() / 2); } It renders this when ...
6
votes
1answer
226 views

With what projection matrix should I render a portal to a texture?

I'm using OpenGL. I have problem with my engine's portal implementation. To create the first portal I do: create a virtual camera with the position of the second portal and the correct orientation ...
0
votes
1answer
104 views

How do I double-buffer renders to a JPanel?

I'm trying to make a little breakout game with Java and Swing. The only issue so far is that drawing on the JPanel causes lots of flickering! The relevant code: JFrame frame = new ...
1
vote
1answer
178 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. ...
0
votes
0answers
128 views

Sprite Rendering Cost Calculation

First of all asking before asking this question I have already read following post for the clearance of my mind. Sprite Renderer Texture 2D I want to change my background texture as per device ...
1
vote
1answer
77 views

Why does rendering a gradiented shape leave gaps?

Sometimes when I am drawing objects that aren't 'linear' (e.g. rounded edges, circles, ellipses, diagonal lines, etc) I this weird effect of some pixels at certain points not getting drawn. It's ...
1
vote
2answers
96 views

pre-rendering light on texture based on bump map

Using a gray-scale bump-map and N sources of colored light, what is the algorithm to render the light on the textured surface, assuming I have the angle(s) and distance of each light source? (I am ...
1
vote
2answers
253 views

What is the difference between “offline” and “real time” rendering?

I have a rough idea: real-time is approximated with little or no global illumination. But how would you otherwise explain why offline rending takes so much longer? You hear things like "number of ...
1
vote
2answers
273 views

Should game objects draw themselves? [duplicate]

Assuming you have classes like Player, Enemy, Map and Tile. The first approach to structuring rendering code would be to give each a render() method and let it draw itself: void render(){ ...