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

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5
votes
1answer
818 views

Unity: Apply an Image Effect on one layer only

Please consider this simple scene. It’s composed of 3 different game objects. 1 background image + 1 static character image + 1 small part (with the pet) that is changed at runtime to perform an ...
0
votes
0answers
50 views

Rendering istances of a cube with visible and hidden faces

I am trying to find a way to render instances of a cube with visible and hidden faces using lwjgl. Before doing the instancing, I was rendering the cubes one by one, that way I could decide which ...
1
vote
0answers
57 views

Techniques of graphics rendering with single CPU core? [closed]

I am interested in methods of 2d and 3d rendering using single thread on an average CPU (e.g. for programming games for old and low-end PCs). While I usually have no performance problems when using ...
0
votes
1answer
124 views

How Apple Metal API distinguishes uniforms from vertices buffers?

I am not sure how metal distinguishes uniforms from vertices buffers? As far as I know code for passing uniforms in buffers are the same like for vertices: [self.commandEncoder setVertexBuffer:...
1
vote
1answer
59 views

Partial mesh culling by checking against the AABB-tree of objects vertices instead of only the AABB of the whole objects

First thing: this is more of a conceptual question than an implementation oriented one, but still tips about implementation will be very much welcome if you happen to have any (athough I have some ...
3
votes
2answers
83 views

How to render transparent meshes without sorting? [duplicate]

Let's assume we have some arbitrary triangle manifold meshes which are transparent. How real guys effectively render it? Is it possible todo it without sorting faces back to front (e.g. via bsp) and ...
3
votes
2answers
50 views

How can I render all objects behind a plane with a specific transparency value?

I have a game where there a multiple floor levels between the player switches. The floor is not present everywhere, so you can look through it. When 'working' (playing, building stuff, etc.) on a ...
49
votes
5answers
9k views

Why not pre-render story parts in a game?

When playing games nowadays there are often story related cut-scenes, during which you cannot interact with the game, you can only listen to it or watch it while it plays. However in a lot of games ...
2
votes
1answer
74 views

How to render multiple displays in Unity

I have a scene (lest assume, large glass table I want to looking through) and I want to render with 4 displays (each 1920x1080). How can I set up camera for this, I want the "glass cube" to fill ...
2
votes
0answers
58 views

Custom 3D Renderer: Frustum clipping

I have recently been toying with the idea of creating a 3D-renderer from scratch and, after looking into it, doesn't seem like such a behemoth of a task as it sounds. Last night, I was tossing and ...
1
vote
0answers
52 views

Isometric rendering code is not rendering correctly

I'm trying to render some tiles in an isometric view, I'm using Java with the Slick2D library. float xoff, yoff; int half = 64; public void render(GameContainer gc, StateBasedGame sbg, Graphics g) ...
1
vote
1answer
105 views

OpenGL shaders messed up

So after a long attempt at DirectX I switched back to good old OpenGL. Now I'm running into this weird problem. My code involves shaders, of course, and drawing a basic cube. But I'm getting this ...
4
votes
2answers
66 views

Displaying smooth borders given a coarse grid-based map

I've been messing around with different algorithms trying to make a grid based map look smooth, I have tested with various shader based methods and wrote a few of my own but none of them look right. ...
1
vote
1answer
44 views

seamless stereographic projection

i have been struggling with this problem on and off for a few years now - making a seamless stereographic projection texture mapping on a sphere where the two halves of the sphere use the projection ...
2
votes
3answers
203 views

How do you get the best rendering performance in a 2D Java Game?

I have seen a lot of tutorials, and they develop games with 2 different ways: The first one is using a virtual image (BufferedImage) and filling it's pixels. And displaying virtual picture. private ...
4
votes
0answers
89 views

How to draw Shadow Volumes in one draw call?

I've got a simple app that draws 3D cubes using instance rendering and I'm implementing Shadow Volume. Each cube's vertex, uv, normal and index data are statically stored in 4 vertex array buffers. On ...
6
votes
4answers
298 views

Is index drawing faster than non-index drawing

I need to draw a lot of polygons consisting of 6 vertices's (two triangles). Without any texture coordinates, normals etc., both approaches result in 72 bytes. In the future I would definitely also ...
5
votes
1answer
72 views

Problems with rendering in 3ds Max

I am working on a project in 3ds Max, but when I render the project it looks very weird. See this picture for an example: How can I fix this?
2
votes
0answers
60 views

Efficient mobile rendering order, given transparent vs. non-transparent objects

I'm interested to know how others would do / have done this. Part 1. Constraints. My current renderer is being built to support OpenGL ES 2.0 primarily and so aims for performant mobile as well as ...
2
votes
1answer
92 views

How do I stop off-screen tiles of a 2D tilemap from being rendered?

I am seeing lag because I render all tiles in my map at once. How can I exclude off-screen tiles from being rendered? My tiles are 32×32 and my player is always in the centre of the screen. Here is ...
1
vote
1answer
149 views

Why am I getting these artifacts when rendering polygons with OpenGL and SDL from far distance?

I'm working in a toy BSP (quake3 version) renderer. I started creating the context and handling the input with GLFW but then I switched over SDL. The performance change was amazing with SDL leading ...
6
votes
1answer
300 views

Why do I see spaces between polygons in OpenGL, only on an Nvidia 720M?

I'm developing an OpenGL application that renders .obj 3D models. I use VBOs to render the polygons. Using the same code, the loaded models appear fine on all PCs, except on my Nvidia 720M. My ...
4
votes
1answer
110 views

In Game Maker, how do I make invisible platforms the player can walk on, and reveal with an item?

I'm using Game Maker and looking for help with these: I'd like to have invisible platforms and walkways for the player to move on. I want the platform to be slightly visible in this option so the ...
2
votes
1answer
113 views

How can I recover polygons and normal maps from compiled games through emulation of D3D or OpenGL?

I am trying to generate labeled training data for an artificial visual cortex to learn on. I'm looking for a tool that will, instead of rendering the scene at each pixel just give me the pre-rendered ...
2
votes
0answers
39 views

Pre-existing voxel tools/libraries for Java [closed]

I want to do some development using voxel data as well as rendering it. My interest is more in the project its self, rather then things like working out rendering optimization techniques and working ...
1
vote
1answer
46 views

matrix transformations 2D - place in world-space but keep size in “object/screen-space”

I have a question concerning matrix transformations. I Think I know how it could be done, but Im not sure its the best/correct way to do it. I want to apply World translations and rotation to an ...
1
vote
1answer
281 views

Unity 5 - Textures look strange in Deferred Rendering

I've created an exterior terrain scene in Unity 5 which features lots of trees and grass but some textures look awful and I'm wondering why. Please see the attached image: This texture problem is ...
1
vote
1answer
182 views

Libgdx are textures off screen rendered?

Let's say that my code looks like this: OrtographicCamera camera=new OrthographicCamera(); camera.setToOrtho(true, 100, 150); SpriteBatch spriteBatch=new SpriteBatch(); spriteBatch....
1
vote
0answers
93 views

Libgdx - Transparent color over texture

I am attempting to tint a texture a color but I want the texture to show under the tint. For example, I have a picture of a person but I want to tint them a light green and not change the transparency ...
2
votes
1answer
123 views

Pixel thin lines appearing between sprites on camera move

I'm going to apologize in advance for the lack of screenshots, but this was a very hard thing to capture, but very obvious to see. I'm using LibGDX to create a tile base rogue-like. Everything is ...
1
vote
1answer
32 views

What happenes if you leave out buffers for the inputassembler that the vertex shader expects?

I'm working through my first attempt at a "graphics engine" (I use the term loosely as I'm not aiming for much more than something that will display a few meshes). I want to leave my classes as ...
0
votes
2answers
87 views

Most efficient way to mass render tiles in java slick2D [duplicate]

So I am trying to make a tile based game, it is rendering about 40 tiles on the screen at once. I get about 40 FPS on an okay computer. When I tell it to not render the FPS jumps to around 400 so I ...
1
vote
1answer
88 views

How do I store an FBO'S as a cube map?

As of late I've been trying to implement Cubemaps in my engine, and have managed to get the rendering side of them working. Currently, I'm trying to implement a function for creating them, but I ...
0
votes
1answer
170 views

Change the color of GL.wireframe in Unity

Need to render something with GL.wireframe, this is what I have at the moment. void OnPreRender() { GL.wireframe = true; } void OnPostRender() { GL.wireframe = false; } However the ...
1
vote
2answers
57 views

How to preserve generated textures in XNA?

My game generates small "minimaps" for each room you go to, which are rendered onto render targets then stored in textures and displayed on the world map. When the game is saved, each new minimap is ...
-1
votes
1answer
368 views

UNITY3D - Orthographic Camera not render SHADER (2D GAME) [closed]

I have a problem with camera render, see the video please :) (note.: sorry for the music) http://youtu.be/BB8rXIzIWVU In Camera "Perspective", i can see the effect of shader: In Camera "...
0
votes
1answer
289 views

How should I set camera in Blender for example to render a sprite which can be used in an isometric map?

I am trying to render some 3D model in blender and use them as a texture sprite in a game which uses Apple’s SpriteKit. I have an isometric map with tiles size : 32 as width and 24 as height, Since I ...
0
votes
1answer
568 views

Scene management [closed]

I viewed sources of rendering engines (ogre, irrlicht, openscenegraph) but I can't really grasp the the main ideas of their scene management systems. I also read many articles (including Game Engine ...
0
votes
0answers
21 views

Strange move on rendering image

In the logic part of my game, i update the movement using floats and delta time since last frame, but when i render the sprites, i use integers. Now, while i move the sprite around, as you can see in ...
6
votes
1answer
778 views

Multithreaded Game Loop

I'm trying to implement a multithreaded game loop. I already did that but had to use a few locks for that, which ruined the performance. After researching a bit I came up with this idea: Instead of ...
7
votes
0answers
258 views

How to cache resources in my homebrew rendering system

Background: I am designing a simple 3D render system for an entity component system type architecture using C++ and OpenGL. The system consists of a renderer and a scene graph. When I finish the ...
2
votes
1answer
284 views

equirectangular panorama rendering?

I want to render my scenes as equirectangular panorama frames. I can get the angular fisheye which is what I actually need by applying the rendered frame as a texture to a correctly UV mapped circle. ...
2
votes
0answers
228 views

How do I make volumetric grass?

I've been extremely interested in volumetric technology, especially for grass. Online resources are extremely scarce on this topic. What is the difference from creating a lot of mesh billboards? ...
0
votes
1answer
166 views

Unity draw part of sprite sheet

Im working in Unity and im finding the animator isnt working for what im trying to do in my 2d game. What I want to do is build a specific animation using sprite sheets, then be able to reuses that ...
46
votes
4answers
8k views

What causes aliasing?

I always hear about aliasing and anti-aliasing and I know what it looks like but what I don't understand is what causes it. Is it a physical phenomenon? Or a numerical one? If it helps to explain, I ...
0
votes
0answers
135 views

Cocos2d-x 3.7 PhysicsBody velocity issue

i have a Sprite with physicsBody,and fixed velocity,the problem is the sprite is not renderd smoothly with the mouvement,it's look like zigzaging forward and backward with a tiny fixed offset,but keep ...
1
vote
4answers
318 views

MonoGame/XNA 3D fbx model produces strange rendering output

The Problem: I have been making a model of a Steampunk-themed street light in Blender for use in my MonoGame/XNA Game. To test it I exported it to the *.fbx file format using the fbx export plugin ...
0
votes
1answer
292 views

Render Queue Sorting, HOW?

Recently I'm trying to implement a render queue sorting system, i.e., ordering my renderable objects in an array in such a way that the overhead of OpenGL state changes are minumum. After some ...
6
votes
2answers
150 views

How to have real time (blood) traces?

https://www.youtube.com/watch?v=Tzf3zjPJYw4 In this game, Ink, color blobs fall then they create pretty color spots. The color traces are unlike any other game. For an example, in Super Meat Boy ...
0
votes
0answers
103 views

Unity forward render path creating pixel lines between meshes

I have a bit of a problem where my meshes are either unsmooth because I'm using deferred rendering path or they are smooth using forward rendering path but it creates this weird pixel line between the ...