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

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10
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2answers
381 views

How to project a foam trail on dynamically changing mesh

I am trying to create water, and right now I got it through dynamically generating waves on a mesh. But now I want to make my boat manipulate these waves, and cause a Kelvin Wake on top of this. ...
0
votes
3answers
255 views

Creating a separate renderer for entities in a 2D game

I'm making a 2D shooter game. As of now, every entity "draws itself", meaning every renderable entity has a draw function. I know it is better if rendering is handled separately, but how can I achieve ...
1
vote
2answers
341 views

Tiled Rendering - Projection matrix

I'm trying to figure out how to perform tiled rendering of my 3d scene (OpenGL). The motivation is to cut the scene up into several textures, combining them into a single image for saving at a very ...
1
vote
1answer
523 views

Problem with update/render in game loop (scrolling view, render interpolation)

I use SFML 2.2 and program a 2d prototype game (2d mario style where the camera follows the player). I am experiencing the buggy imagery during rendering, for example a chunk of vertex array blocks ...
0
votes
1answer
338 views

Why is my screen black?

I'm developing an android game, and my screen is not displaying what I want it to. I've read various tutorials but they are either outdated or hard to follow. I have followed this tutorial and most of ...
0
votes
3answers
531 views

How to render grid properly, especially over distance?

I'm drawing a grid, pretty much like one can see in the Unity editor itself or any 3D-editor, many 3D-related applications and some games. But it doesn't look pretty in my case. I put a few random ...
0
votes
2answers
141 views

Voxel Engine in XNA - Block as Class Renders, Block as Struct Doesn't

Edit: I almost forgot to mention - when I place NEW blocks they render, but nothing triggers the originals to render (I have a button assigned to recalculate/redraw for every block surrounding (and ...
0
votes
1answer
121 views

Sprites and Box2d

I'm starting to see how box2d works now, except I dont know how to scale the screen to diffrent screen sizes and how i can convert Sprite sizes to box2d units. I know box2d uses meters and such, but ...
10
votes
2answers
3k views

How to make natural looking voxel

I'm developing a voxel game, but I think I use the wrong technique. I currently use flat tiles, to make blocks, and I think theres a better and more efficient way. I have seen a voxel game, which ...
1
vote
1answer
149 views

Shader - Realtime texture masking

The first thing that comes in mind is masking using RGBA values. With this you can obtain this kind of textures and this kind of results. But with this, you can only store up to 4 masks inside a ...
0
votes
2answers
166 views

Do I really need a render() method in the game loop if the view subscribes to the models?

For a game that I'm working on, we've followed the MVC paradigm. However, in classic MVC, the view subscribes to the model and when the model updates it informs the view. We've implemented this as an ...
0
votes
1answer
145 views

GameObject is only rendered when it has a negative z scale

I have an orthographic camera that looks like this: I create 2d polygonal meshes that have uniform z values in their vertices. I use Camera.ViewportToWorldPoint() to map these viewpoint vertices to ...
1
vote
2answers
145 views

Rendering objects with either normal maps, either specular maps, or with both, or with neither?

My hobby engine has a deferred renderer that supports normal maps and specular maps. Now, some objects may have normal maps, and some may have specular maps. In some cases, an object has both maps, ...
0
votes
1answer
363 views

Capping framerate independently of logic updates in single-threaded Android Gameloop

My game is currently using the below game loop (this is an OpenGL ES 2.0 game, therefore the loop-work takes place on the rendering thread in the provided onDrawFrame method). Currently my loop ...
6
votes
2answers
275 views

Decoupling assets, instances and the rendering module [closed]

I am trying to redesign a home-grown hobby engine. It became apparent that it was far too tightly coupled and so I'm trying to redesign it in a more modular way. Unfortunately, I'm baffled by the ...
1
vote
1answer
50 views

Drop in quality of rendering of texture [closed]

Platform: Android OpenGL ES 2.0 I'm drawing a texture on to a square using OpenGL ES2.0. The texture scrolls infinitely in vertical direction. The rendering quality drops very rapidly after a few ...
0
votes
1answer
153 views

Event handling for Pressing only 4 keys on desktop

I want to poll only 4 keys i.e. Keys.LEFT, Keys.RIGHT, Keys.Up and Keys.Down in libGDX strictly. That means, I want to call render method, only when above 4 keys are pressed. I followed below link ...
0
votes
1answer
370 views

Rotating and scaling textures built up of pixel arrays in java?

I'm making my first real game, in Java, and I'm currently working on the base system, for rendering images (sprites) and I wonder how I can rotate sprites. My sprite class looks like this: ...
1
vote
2answers
158 views

Boost per-pixel rendering

I'm writing my own renderer in pure java without any external libraries. I'm using per-pixel rendering. I'm rendering an image with this method: public void renderImage(int x, int y, RawImage image) ...
3
votes
1answer
191 views

Why is my DX9 render target restricted to 512×512?

When I use a render target higher in resolution than 512×512, I receive an image with black borders, depending on how big this texture was. Why is this? How can I fix it? Here's how I create the ...
2
votes
0answers
155 views

How is the Unreal rendering pipeline implimented? [closed]

I know this seems like a very broad question, but i am just interested in getting to know how the Unreal engine's rendering pipeline looks like, specially how it handles meterials, different types of ...
0
votes
1answer
181 views

Transparency on pixel level?

I'm using java and I do pixel-by-pixel rendering (a pixel array from an ARGB BufferedImage). So a color is 0xAARRGGBB. Now how can I render a transparent color? I guess that I should manipulate the ...
0
votes
1answer
133 views

View frustrum culling

I have a model structured like this: 1. Root model 1.1.Child model 1 1.2 Child model 2 1.3 Child model 3 1.4 ..... The model in question is the "sponza" model used in many ...
10
votes
1answer
962 views

Implementing a Graph-Based Material System?

I'm trying to wrap my head around how material systems like this, this are implemented. These powerful and user-friendly, graph-like systems seem to be relatively common as a method of allowing ...
0
votes
1answer
61 views

Normal Mapped Models Render with render target background color acting as transparency and lighting Problem [closed]

SOLVED. See my comment below. Originally I noticed some sort of transparency when rendering in Direct3D 11. I noticed it was worse once I changed my background color to something other than black. ...
0
votes
0answers
125 views

Flickering Textures

I have downloaded an FBX and its textures and imported them into my project. The problem I have is that the textures are flickering very much in my current scene whenever I move the mouse. I have ...
2
votes
1answer
364 views

How to improve Batch Rendering to work with 3D skeletal animation data

I've implemented a batch rendering technique that is described in detail here: http://www.gamedev.net/page/resources/_/technical/opengl/opengl-batch-rendering-r3900 I'd like to extend it now to ...
4
votes
1answer
972 views

For Vertex Buffer Steaming, Multiple glBufferSubData VS Orphaning?

I was learning OpenGL recently. In games, we need to update the position of game objects frequently, and they will come in & out of screen constantly. So it means in rendering we need to update ...
0
votes
1answer
152 views

OpenGL not rendering full scene, it is a mystery [closed]

I am trying to draw a scene in the sort of style of mock vector graphics. I've helped on a 2D game before with GLSL, but I tried to keep a simple approach to this project since I'm working by myself, ...
1
vote
1answer
870 views

How to render a vertex buffer in DirectX11 C++ (specifically with box2d's b2Draw)

I have all the DirectX11 devices etc setup and working with DirectXTK's SpriteBatch and currently attempting to implement a b2Draw class to draw my box2d physics worlds. I have little idea on how to ...
0
votes
1answer
240 views

Rendering a Voxelized Mesh [closed]

I've been reading many papers about how to voxelize meshes using different GPU techniques, but I've ran into a problem that I'm not sure how to solve properly. I understand the process of how to ...
2
votes
3answers
152 views

What exactly IS a model?

I'm trying to actually learn OpenGL after having experimented with it for a while, and so I'm trying to build a rudimentary rendering engine (not a game engine) to lead me through it. I've come to a ...
9
votes
1answer
497 views

In OpenGL, what is “zero state” rendering?

Recently at a job interview, I mentioned that I taught myself modern OpenGL and rendering with vertex buffer objects because my university only taught the fixed function pipeline with immediate mode ...
1
vote
0answers
188 views

Layers with parallax in a game with zoom out by a transformation matrix

I'm trying to implement a parallax rendering to my multi layered backgrounds. It's a classic 2d fighting game like The King of Fighters and Street Fighter. It may have a stage composed by 5 layers. ...
0
votes
0answers
77 views

Voxel sparse octrees for indirect illumination

I don't understand the use of voxel sparse octrees for indirect illumination calculations. First of all, what exactly is happing? We're rendering the scene as usual with diffuse lighting. In the ...
4
votes
5answers
327 views

How do I prevent receiving data from the network from dropping rendering frames in a multiplayer game?

I'm building an HTML5 massively multiplayer online game. I've been working on this project for awhile, but am having some trouble sorting through a couple of performance issues. Since this is a ...
0
votes
1answer
233 views

Isometric View of “Voxel-Style” Terrain

Suppose you have an arrangement of data for a terrain set up like this: terrain[layer][cart-x][cart-y]. Each location (ex. terrain[0][0][0] for the top left corner of the lowest layer) in the array ...
3
votes
1answer
103 views

When using deferred rendering technique, what space should my normals be? Why?

I'm implementing a deferred shading technique and the following question arose: When storing the normals, should I transform to view space, or may I keep them in world space? Why? Will any of the ...
3
votes
1answer
416 views

Transparent diffuse fails to render from all viewing angles

I'm rendering this chunk as a Unity mesh and I have just one material (with alpha) which is applied over all the mesh. Everything in the chunk is automatically generated at runtime, so it's not ...
1
vote
0answers
136 views

X, Y, Z rotation around camera

I'm making a 3d orthogonal-projected, game using painters' algorithm in java. I'm able to rotate the objects with incremental rotations (e.g. rotate all objects 10 degrees) using affine ...
8
votes
2answers
927 views

Can someone explain dual contouring?

I've been trying to understand voxel rendering and have been looking at dual contouring (DC). So far I understand this much: Run a density function for a set of grid points (i.e noise function) ...
2
votes
1answer
389 views

What is the correct multiplication order for a 2D matrix?

I'm currently trying to create a camera and entity/model matrix for my 2D game similar to that of Unity3D. I've already tried to find answers to this question on stackoverflow/gamedev but i couldn't ...
2
votes
1answer
106 views

Swapping Framebuffers or swapping attachments?

I wanted to know what the better approach would be for post-processing: swapping between framebuffers or swapping between textures attached to one framebuffer?
1
vote
1answer
118 views

Why are my sprite outlines partially rendering in the wrong place?

I've been trying to draw an outline around a sprite using the code from this answer. Details My sprite is called Ship2Sprite. This is how I create the rectangle: rectangle = New ...
55
votes
9answers
19k views

Why are gaming graphics not as beautiful as animated movies?

I remember watching the Tomb Raider pre-rendered trailer, and wished those graphics could be in the game itself. Why there is such a big difference between the trailer and the actual game? I ...
1
vote
1answer
1k views

In Monogame, why is multiple tile drawing slow when rendering in “windowed fullscreen”?

I have this drawing function (recommended as a solution here). It draws tiles on the whole window with no problem but my game slows down to ~30fps after maximizing it to "windowed fullscreen", which ...
3
votes
0answers
110 views

Render on texture with alpha 0 for the background colour

Sorry if the question is stupid but I am very new to opengl. I render on a target a scene with a couple of object on a background that is nothing more than the clear colour (which is ...
1
vote
2answers
132 views

Is the rendering of distorted point clouds more complex?

I have two point clouds of n points: A dense ball-shape point cloud with many points inside A spherical point cloud with points on its surface. Is there (really) any difference between rendering ...
2
votes
1answer
70 views

Impact of object's statistics on the rendering

Consider two 3D objects with n points and n triangles. One of the objects has a smooth surface such as a ball or a box, and the other object is like a fuzzy onion-layered object with large ...
22
votes
1answer
4k views

What problem does double or triple buffering solve in modern games?

I want to check if my understanding of the causes for using double (or triple) buffering is correct: A monitor with 60Hz refresh's the monitor-display 60 times per second. If the monitor refresh the ...