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

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0answers
88 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 ...
1
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0answers
116 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 ...
0
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0answers
57 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
104 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
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1answer
74 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 ...
0
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0answers
42 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
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1answer
70 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 ...
1
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1answer
107 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 ...
1
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1answer
80 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
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1answer
135 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 ...
0
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0answers
65 views

Rendering an Assimp Scene object in XNA without DirectX or OpenGL

Is there any site that explains how to render an imported Assimp Scene object in XNA/MonoGame using only the Frameworks available in those libraries? I realize that would be at the Vertex/Matrix level ...
1
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2answers
166 views

Offline texture mipmap generation

I want to generate mipmaps for 2D textures as an offline step. My priority is for image quality, execution time is not a concern. The images will, naturally, always be halved and will always be ...
1
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1answer
154 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. ...
0
votes
1answer
38 views

XNA 4.0 - Strange Behavior when using RenderTarget2D

My Problem is similar to XNA 4.0 - Why does using a RenderTarget2d cause transparency on models?. I want to render my scene to a Texture2D and then draw the texture. If I set no RenderTarget at all ...
0
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0answers
57 views

Diffuse Mapping in a Game

I want to figure out the diffuse maps of some rusted objects that I plan to render in my game arena. I have taken the images of some sample objects and have also scanned them for a model of the ...
1
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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
635 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
109 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
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1answer
123 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
37 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
251 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
142 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
68 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
110 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
397 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
119 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
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2answers
153 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
169 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
117 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
379 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
64 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
169 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
52 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
588 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
114 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
112 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
271 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
53 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
133 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
82 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 ...
7
votes
1answer
211 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
127 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
101 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
171 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
99 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
111 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
325 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?