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

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2answers
160 views

Can global Illumination via path tracing replace all other current lighting techniques?

In the sense that you currently have algorithms like HDR, shadows, reflections, caustics, motion blur and so on, does complete path tracing take care of all these effects, or would you still have to ...
0
votes
1answer
64 views

Triangular grid and rendering to a texture (Direct3D 11)

Is it possible to render vertex data from a triangular grid into a texture with a same size (i.e. 3x3 vertices to 3x3 pixels - each pixel is representing one vertex)? Consider following situation. I ...
2
votes
1answer
150 views

How to best utilize depth buffer precision

Are there strategies to minimize depth buffer precision problems with hyperbolic depth buffers, such as the ones resulting from perspective projection matrices, or depth buffers in general? For ...
3
votes
2answers
489 views

Recommend a way to draw thousands of particles (liquid) per frame in Unity3d

I'm writing a plugin for this library for Unity3d. I have it working and now I am looking for an efficient way to draw the particles. My 1st test just uses sprites and runs fine on my laptop but I ...
0
votes
0answers
49 views

Select all objects from a layer MEL command

I have a scene with 20+ layers and I'm currently right clicking a layer and pressing "select all objects in layer" or w/e it's called and then render (baking textures in Maya LT with Turtle). I'm ...
1
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2answers
102 views

Bilinear filtering: Selecting pixels to interpolate between

When looking for implementations of bilinear filtering online, all the ones I can find seem to just pick the current pixel, and the three pixels to the bottom and right side of the current pixel. ...
1
vote
0answers
110 views

LibGDX polygon caching

I am developing an Android game using LibGDX and I have big world map made of polygons. I use PolygonSprite and PolygonSpriteBatch, when I render map, I get 30-35fps and it feels laggy. I wonder if ...
2
votes
1answer
202 views

does order of updates and renders matter?

I know in a game loop there needs to be an order like physics should update before rendering. So, I have created two separate functions: update and render and the game loops like below: ...
1
vote
1answer
104 views

Bounding volume hierarchy for outdoor scenes

I started with a very simple graphics engine a few weeks ago and I have finished a simple scene-graph and I am now at a point where I need to create a bounding volume hierarchy. I never really ...
2
votes
3answers
171 views

Order of render with transparency opengl

I tried to render using different render configurations (GL_BLEND_FUNC()) but I couldn't get the back object to render in certain angles. The first screenshot here shows one angle where the back ...
0
votes
1answer
109 views

Keep rasterized pixel amount constant

I have a scene that is rendered from the point of view of the light using an orthographic projection matrix. For an arbitrarily shaped and oriented object that doesn't change its shape or size in ...
0
votes
1answer
302 views

Reduce render time for a tiled map in ThreeJS

I'm working on a WebGL game using Three.js, its been a few days and I found my first issue, render time on big maps. The game runs great, there are even some AI mobs that run around randomly like ...
1
vote
1answer
101 views

Better way to handle ordering and visibility of renderable objects?

I'm just wondering whether there is a more effective way to handle the ordering and visibility of renderable components that fits into the design of my already existing engine. How I do it now: In ...
3
votes
2answers
90 views

Radiometric quantities and time in rendering

Often in papers people use various radiometric quantities, mostly radiant flux, radiant intensity, radiance and irradiance. It seems to me that all of these quantities are dependent on time. For ...
1
vote
1answer
107 views

opengl offscreen rendering in linux is slow [duplicate]

My opengl application runs at about 110 fps. The moment I add off-screen rendering, it slows down to 15 fps. I am using frame buffer objects and glReadPixels to render off-screen. I have searched on ...
0
votes
2answers
87 views

Rotating one object to track another in worldspace

This should be pretty straightforward, but its been awhile and my brain has officially turned off for the holidays :-) To keep things simple, lets assume everything is in 2D space. I've got a large ...
1
vote
3answers
80 views

Entity System Texture Rendering Performance Java

I use Artemis and LibGDX. I have the following two components which manipulate a texture: ComponentTexture // Stores the texture ComponentSource // Define a region for the texture, that will only be ...
0
votes
2answers
157 views

Models are not rendered correctly. OpenGL

I'm working on my university OpenGL project and as a base of it I'm trying to combine several OpenGL tutorials, mainly tutorials from http://ogldev.atspace.co.uk/. The problem I have is that models ...
3
votes
1answer
175 views

How do I efficiently render the tiles of a tile map?

I've been working on a game, and I've been using Python with Pyglet to create it. I had an issue on how I could do effective tile based rendering. I tried cocos2d, however the API is very efficient ...
1
vote
1answer
485 views

Rendering a image with some transparency has removed all black pixels and makes full texture transparent

I am writing a program where with Directx11 I am rendering a texture to a flat rectangle something along the line a of 2D engine. Now parts of this image need to be transparent, to this effect I ...
3
votes
3answers
317 views

How can I render from a buffer that exists and was created on on the GPU?

I'm looking for a unity API or function call to allow me to do the following ... I wrote some really complex functions that are compute shaders. These compute shaders manage a huge compute buffer ...
8
votes
3answers
571 views

Why should I separate objects from rendering?

Disclamer: I know what an entity system pattern is and I'm not using it. I've read a lot about separating object and rendering. About the fact that the game logic should be independent from the ...
0
votes
2answers
214 views

How forward rendering done using OpenGL?

Recently I come across the term forward rendering. I'm kind of curious how this could be done in OpenGL. I have done a lot of search on this, majority of the result I get are on theory but not code ...
0
votes
0answers
59 views

Tilemap mesh issue with z, -z axis

I don't understand why the created mesh is upside down if z ( z*tileSize ) is positive, the mesh is then rendered with the texture looking down. With "-z", the mesh texture is looking up correctly, ...
1
vote
1answer
86 views

Idle/Moving FPS

Lets assume I have an object that consists of 70,000 triangles. Would the FPS be more when the object is idle or when the object is moving? Thanks
3
votes
2answers
541 views

Vertex buffers - interleaved or separate? [closed]

Interleaved - all vertex data (position, normal, texcoord...) kept in 1 vertex buffer, separate - each vertex attribute is kept in a separate vertex buffer (1 for positions, 1 for normals...). I know ...
6
votes
3answers
490 views

CPU - GPU memory data flow [closed]

I'm a newbie graphics programmer and I've been wondering recently - how does model data (meshes and materials) flow from application (CPU memory) to graphics card (GPU memory?)? Say I have a static ...
0
votes
1answer
167 views

Why am I seeing undesirable rendering results using VBOs like this?

I am trying to write a program that renders using VBO(vertex buffer objects). Everything works great except that when I run the program, It looks like the object is spazzing out. I think its due to ...
1
vote
1answer
41 views

Drawing behavior when a fragment is written to multiple times in a single pass

This seems really basic, but I'm confused and can't find a clear answer anywhere. What happens to a target fragment of a rendertarget if the fragment is written to multiple times within one pass ...
1
vote
0answers
112 views

Drawing cube map and texture array on NVidia cards doesn't work

I have small problem with shadow maps preview. After binding shadow framebuffer I bind proper texture to store depth in it and then render the whole scene. When I read that values in shader to ...
0
votes
1answer
76 views

rendering method?

I have several questions regarding game rendering. What are the main rendering methods in game programming? Let's say we want to make a 2D game, and it should render 30 frame per second, does it ...
0
votes
2answers
203 views

Batching elements

I don't understand exactly how batching works. What I have understood: Batching is useful to regroup similar elements together and draw them in one draw call (performance++), currently drawing an ...
3
votes
1answer
264 views

Why is my Tiled map distorted when rendered with LibGDX?

I have a Tiled map that looks like this in the editor: But when I load it using an AssetManager (full static source available on GitHub) it appears completely askew. I believe the relevant ...
6
votes
2answers
327 views

Spherical harmonics lighting - what does it accomplish?

From my understanding, spherical harmonics are sometimes used to approximate certain aspects of lighting (depending on the application). For example, it seems like you can approximate the diffuse ...
4
votes
2answers
427 views

What Shading/Rendering techniques are being used in this image?

My previous question wasn't clear enough. From a rendering point of view what kind of techniques are used in this image as I would like to apply a similar style (I'm using OpenGL if that matters): ...
2
votes
3answers
530 views

Visitor-pattern vs inheritance for rendering

I have a game engine that currently uses inheritance to provide a generic interface to do rendering: class renderable { public: void render(); }; Each class calls the gl_* functions itself, ...
0
votes
0answers
157 views

Basic Android game loop having issues

I've set up a very basic game loop that should draw a circle, run 100 times, then draw another. I also have a text field that should display how many times the loop has ran. However, the screen seems ...
2
votes
1answer
272 views

Entity system and rendering types

I would like to implement entity system in my game and I've got some question about entity system and rendering. Currently, my renderer got two types of elements: Current design Mesh : A default ...
2
votes
1answer
224 views

Material, Pass, Technique and shaders

I'm trying to make a clean and advanced Material class for the rendering of my game, here is my architecture: class Material { void sendToShader() { program->sendUniform( ...
2
votes
1answer
143 views

Does a game engine affect the quality of pre-baked Global Illumination?

If I were to pre-bake Global Illumination into light maps using a high quality renderer like Mental Ray or PRman, and loaded it into two different engines such as Unity and Unreal, would there be a ...
17
votes
6answers
2k views

Separating game data/logic from rendering

I'm writing a game using C++ and OpenGL 2.1. I was thinking how could I separate the data/logic from rendering. At the moment I use a base class 'Renderable' that gives a pure virtual method to ...
1
vote
0answers
95 views

LibGDX drawing portion of tmx map

I am trying to make a tile based game in LibGDX and I have run into some problem. In earlier versions of LibGDX you were able to draw a certain section of a .tmx map instead of a whole and even a ...
0
votes
1answer
136 views

Maya Command Line - change texture applied to a model before rendering

I've written some batch scripts which automate maya through the Render application. The batch scripts are working over a series of different scenes and render all of them out. For some of the models, ...
4
votes
2answers
213 views

Precision loss when transforming from cartesian to isometric

My goal is to display a tile map in isometric projection. This tile map has 25 tiles across and 25 tiles down. Each tile is 32x32. See below for how I'm accomplishing this. World Space World Space ...
1
vote
1answer
762 views

Tiled Map Editor - Isometric View Problem [closed]

I'm using the latest version of Tiled Map Editor (0.9.1) to create isometric maps. I have objects that are larger than my tile size (64 x 32), so I am breaking them up into two tiles of the correct ...
0
votes
1answer
364 views

Texture Won't Load in OpenGL

I've started trying to make a 2D game in C++ using OpenGL, and I'm using SOIL as the imaging loading library. The problem is, I've been trying to get a simple 64x64 image of a red square to open and ...
4
votes
1answer
336 views

Drawing entities in an isometric engine

I am having some problems drawing my entities in an isometric map. Tiles are drawn using Painter's algorithm to do the z-sorting which works great for the tiles alone. Entities are parented to a ...
0
votes
1answer
157 views

OpenGLES 2.0 batching method and do not draw inactive object

I am researching about "batching" objects for one big VBO and reduce draw call. These are what I am doing now: Create interleaved VBO based on texture or render state (like Blending) So, for ...
0
votes
1answer
78 views

Source Engine not clearing back buffer?

In the Source Engine, when the map has got no skybox, I can see that typical "no-back-buffer-gets-cleared-artifact". I just want to know, why the source engine does that. Does it have any performancee ...
-4
votes
2answers
94 views

Is it possible to render controls inside controls in XNA?

I want to know if there is an easy way to render sprites in XNA inside other sprites or something similar (I don't know if sprite is the best or unique way to draw in XNA). For example, I want to draw ...