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

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3
votes
3answers
455 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
678 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
256 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
70 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
89 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
799 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 ...
7
votes
3answers
711 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
172 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
42 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
138 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
82 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
280 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
281 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
397 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
474 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
668 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, ...
2
votes
1answer
294 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
283 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
159 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
106 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
194 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
271 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
897 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
448 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
375 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
218 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
95 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 ...
-2
votes
2answers
130 views

In OpenGL, how to confirm a primitive is rendered properly

I have to confirm that a primitive (say triangle) is rendered properly in opengl. I can use the glGetError() after a opengl draw calls(glDrawElement/glDrawArrays) Is it enough to confirm ? Is there ...
3
votes
1answer
277 views

Painting terrain with a selection circle

I don't mean putting a circle under a unit like done in an RTS, that's fairly simply done with a scenegraph(-like structure). What I'm referring to is selection circles for things like Area of Effects ...
2
votes
1answer
140 views

Edges drop out when rendered at a long distance

I have this weird effect when rendering small objects at a long distance. I already tried using anisotropic filtering but maybe I am not doing it right. Material script: material Platform/Border { ...
1
vote
2answers
299 views

Full map image loading, vs individual tile loading

I want to make a isometric tile game in java, like a lot of strategy games out there. What is the best approach to loading the map for this game? Would it be better practice to load one single image ...
2
votes
0answers
78 views

Transparency behaviour on PowerVR

I'm doing some graphics optimizing tests, especially on PowerVR transparency. Now I made a scene where there are two groups of simple objects. One group has the shape in geometry using diffuse shader ...
2
votes
1answer
131 views

The math behind Variance Shadow Maps - moments

I am not asking how to implement them (that's not particularly difficult), but I'm having a bit of trouble understanding why the moments used in Chebyshev's inequality (indirectly) are equal to the ...
0
votes
1answer
1k views

Side Menu using Libgdx

I want to make it so that when the player presses start, a side menu slides out and gives a player some option on one side of the screen, similar to Angry Birds or Pokemon. I'm not sure how to go ...
0
votes
0answers
277 views

Android SurfaceView framerate issue

I am using SurfaceView to draw a lot of Bitmaps onto canvas. This causes really variable frame rates depending on how many objects are present. My code below: public class OriginalView extends ...
0
votes
1answer
284 views

3D BSP rendering for maps made in 2d platform style

I wish to render a 3D map which is always seen from top, camera is in sky and always looking at earth. Sample of a floor layout: I don't think I need complex structures like BSP trees to render ...
10
votes
3answers
341 views

How do I make something I flash/blink more frequently as it gets closer to disappearing?

In my game when you kill an enemy they may drop something like a health pack or gold. I want this to have a time limit so that it eventually disappears if you don't pick it up. I want the item to ...
3
votes
2answers
383 views

Reducing overdraw cost: does triangle ordering matter?

I'm working on a project with procedural geometry, and will potentially have lots of opaque faces overlapping within the same model. Imagine an onion's layers. My understanding is it is better to draw ...
1
vote
1answer
124 views

Multiple FBX Animation Files in Maya

I bought some animated models which came as FBX files from the unity asset store and I'm trying to export them to PNG sprite sheets in Maya (for an html5 web project). The file seems to be main fbx ...
0
votes
3answers
271 views

Drawing game objects that are bigger than tiles

Problem: I have 32x32 world tiles, and a 64x64 object. I am only drawing visible tiles around the player. The object has its x and y coordinates in the tile world. I am drawing the object after I've ...
1
vote
1answer
2k views

Texture atlasing in Unity

I'm researching new ways to optimize games for better performance. Currently I am working on texture atlasing, which is giving me a hard time. I made the atlas using Texture2D.PackTextures and saved ...
2
votes
0answers
90 views

How do I calculate the points of a brush from a Source engine VMF? [closed]

I'm trying to render the brushes from a Source engine .vmf file in C++, using OpenGL. The .vmf stores solid brushes as a series of planes which I would like to use to calculate the points for each ...
3
votes
1answer
302 views

Microfacet model - BRDF obtain extreme values at grazing angles

I've been trying to replicate the result of this paper (linked directly to PDF paper, but you don't need to read it to give an answer) and encountered a problem with the BRDF according to the ...
0
votes
1answer
905 views

what kind of technique is used in android game rendering like Pou

Hi I want to create a game which is graphicaly similar like Pou, I just do not know how is is rendered, if it is using opengl or just bitmaps at canvas? I want nothing serious, so i think opengl is to ...
-3
votes
1answer
396 views

OS X OpenGL 3.2 Core (Black Screen)

I want to render a Quad via VAO, IBO and VBO but nothing is drawn. I'm using glDrawRangeElements in OS X OpenGL 3.2 Core context. The screen is completely black without any error. GLFW3 is used to ...
4
votes
1answer
365 views

Matcap and BRDF Shading

I just would like to know what's the difference between the Matcap shaders used in ZBrush for example and the Bidirectional Radiance Distribution Function shader. Are there two techniques the same ? ...
3
votes
1answer
89 views

Texturing a quad

Drawing a quad with a texture mapped to it with the fixed OpenGL pipeline is one of the easiest things to do in OpenGL. And for some madmaking, mysterious, dumb reason I can't get it to work. I ...
0
votes
1answer
181 views

Volume raycaster problems HLSL

Hi this is my first question here so if I fail to include some necessary piece of information please dont rip my head off. ^^ I can't seem to get my volume raycaster to workt properly. I've been ...