The process of generating an image or series of images from a model by means of computer programming.
0
votes
1answer
210 views
Can't remove JPanel from JFrame while adding new class into it
Basically, I have my Frame class, which instantiates all the properties for the JFrame, and draws a JLabel with an image (my title screen). Then I made a separate JPanel with a start button on it, and ...
2
votes
1answer
357 views
Dynamically Deformable Terrain In Game Engine
I am looking for a game engine that is open to the public for free or at a payed price that allows for any reasonable way of doing deformable terrain over a network. The closest I have found to this ...
3
votes
1answer
198 views
Framerate control and physics engines?
I am reading this article on how to control the framerate and physics calculations.
But in the game I am writing, I use a third party physics library and the only thing I do to update my physics is ...
0
votes
1answer
480 views
OpenGL : Suggestion on handling collision detection and vertex data?
I was thinking how to do collision detection in my OpenGL application and came to conclusion that I should keep two copies of my geometry data.
1)First copy : Only for OpenGL rendering purposes.This ...
2
votes
0answers
211 views
AlphaToCoverage + Alpha Blending = Artifacts
I'm experiencing a strange problem using OpenGL SampleAlphaToCoverage mode. There are rendering artifacts when using alpha-blending on pixels that have been rendered using alpha-to-coverage - and I ...
0
votes
1answer
95 views
Calculating other objects based on the transform of another
What I want to do is create my graphics to be independent of the game framework. So basically the graphics won't know anything until it is told where things are. so the thought was that every ...
4
votes
1answer
304 views
Clever way to do the Sonic 2 Bonus Stage effect saving memory
What would be a good way to save memory to achieve an effect like this one?
http://www.youtube.com/watch?v=K89LkvL9JZ0
We're using pre-rendered 3D.
I'm asking this because this naive approach of ...
3
votes
1answer
235 views
How to compute the 2D equations of 3D circular arcs?
I'd like to obtain these equations for the ellipses produced by the perspective projections of (3-dimensionally transformed) circles.
This is useful for rendering in 2D contexts which provide curve ...
0
votes
2answers
892 views
Libgdx Animation Timing
I'm having a small issue with libgdx animation.
I'm using getKeyFrame() to get the current frame of the animation and I'm updating the state time by adding on deltaTime in my update function for the ...
1
vote
1answer
311 views
Erasing part of lines in libgdx with ImmediateModeRenderer
Hi i'm using the ImmediateModeRenderer renderer = new ImmediateModeRenderer10(); to render a line with the next block
renderer.begin(matrix, GL10.GL_LINES);
renderer.color(color.r, color.g, ...
5
votes
2answers
223 views
Mobile 3D engine renders alpha as full-object transparency
I am running a iOS project using the isgl3d framework for showing pod files.
I have a stylish car with 0.5 alpha windows, that I wish to render on a camera background, seeking some augmented reality ...
2
votes
2answers
325 views
How to manage drawing loop when changing render targets
I'm managing my game state by having a base GameScreen class with a Draw method.
I then have (basically) a stack of GameScreens that I render.
I render the bottom one first, as screens above might ...
11
votes
4answers
692 views
What is an achievable way of setting content budgets (e.g. polygon count) for level content in a 3D title?
In answering this question for swquinn, the answer raised a more pertinent question that I'd like to hear answers to. I'll post our own strategy (promise I won't accept it as the answer), but I'd like ...
1
vote
1answer
252 views
Realtime rendering using a ray tracing engine
I want to render an object that has a mesh with one million hexagonal elements(100 * 100 * 100).
Lights, shadows and textures is not important and each element has a solid color.
and finally, the ...
0
votes
1answer
187 views
3D Huge mesh rendering
I am writing a program, that as input, I have a huge (10^6 elements) 3d mesh (with hexagonal shaped elements), and I want to realtime render it, but not as real-time as a game. It just can show the ...
1
vote
0answers
413 views
OpenGL ES multiple objects not being rendered
I am doing the following to render multiple balls move around the screen but only 1 ball is seen to appear and function. I don't know why the rest (count-1) balls are not being drawn
public void ...
0
votes
0answers
111 views
When updating a mesh does glBufferSubdata belong in the update function or render function?
When updating a mesh does glBufferSubdata belong in the update function or render function? I'm trying to organize my game appropriately and knowing this would help me. This is my first game and I ...
0
votes
0answers
126 views
DirectX9 dynamic rendering
What I am planning to do is have the models (or maybe just an identifier for the model to be used) stored outside of the directX9 framework, and so in nature have completely dynamic rendering.
All ...
0
votes
1answer
414 views
SDL and software/hardware rendering. How to go about it?
I know that SDL 1.2 does software rendering (CPU) and not hardware rendering (GPU). My question is, how do I use SDL but with hardware rendering? How do I not use its rendering API (software) and ...
2
votes
2answers
3k views
Drawing a circle in OpenGL ES Android, squiggly boundaries
I am new to OpenGL ES and facing a hard time drawing a circle on my GLSurfaceView. Here's what I have so far.
The circle class
public class MyGLBall {
private int points=40;
private float ...
30
votes
2answers
2k views
How to render realistic ice?
I am trying to write an ice shader in Unity that looks good and at least semi-realistic.
If the following shot (found on Google) was CG, what would its shader include? (the foreground cave). I might ...
3
votes
1answer
485 views
Write depth buffer to texture
I need to read depth buffer from GPU and write it to texture. How this can be done?
Here is how texture for depth buffer is created:
depthBufferDesc.Width = screenWidth;
depthBufferDesc.Height = ...
2
votes
1answer
135 views
Multiple passes in direct3d10
I begin to learning direct3d10 and stuck with multiple passes. As input I have a triangle(that stored in vb/ib) and effect file:
//some vertex shader and globals goes there. skip them to preserve ...
3
votes
1answer
326 views
How to properly render a Frame Buffer to the BackBuffer in Stage3D / AGAL
After doing a render pass with RenderToTarget (RTT), how do you properly render that texture buffer to the screen while maintaining original scale / proportions so it doesn't stretch or lose quality?
...
6
votes
1answer
616 views
How can I organize render and transformation data in a scalable fashion?
I am writing for OpenGL 2.0 and in the future porting to OpenGL ES 2.0. I only use VBOs and shaders (no immediate mode, no vertex arrays).
I already have working solutions, they just... feel wrong. ...
3
votes
0answers
249 views
How is Ping-Ponging done in Stage3D & AGAL (Flash Player 11)
Does anyone know how to create a Texture feedback effect in Stage3D / AGAL?
I've just found the term "ping-ponging" in some GPU wikipage, hopefully I'm using it in the right place!
I'll share with ...
0
votes
3answers
509 views
How to handle many sprites and update?
I am making a game, and I just started to think about how I am going to update and render all the sprites on the screen. Should I store all sprites in some type of list (vector or something?) and then ...
3
votes
1answer
459 views
Best way to separate display and game logic (threads)
What is the best way to separate render and game logic threads?
I'd like to make logic-heavy game (ai, machine learning, and network) in which world updates 50-60 times per second.
I want to ...
4
votes
1answer
2k views
Can I make a mirror with Unity Free?
If I understand correctly, render textures are a feature of Unity Pro, and that is the best way to create mirrors, TV screens, and so forth. If I am wrong, please tell me. What I would like to know is ...
1
vote
1answer
626 views
Why do 3d model drawn to a RenderTarget appear distorted compared to those drawn directly?
I've got a problem drawing a 3D model to a RenderTarget2D in XNA 4. When the model is drawn to a render target, and then the render target is later drawn to the screen it appears distorted. (See right ...
0
votes
2answers
310 views
Optimize a render call to draw out several semi-transparent sprites
I'm writing a 2D side-scrolling style game in C++ and openGL. In this game I have several cloud sprites which are rendered across the top of the screen. They rotate and scale and such so they're not ...
0
votes
1answer
129 views
rendering issue: depth buffering + blending: how do they work together?
This image describes the problem I'm having: http://i42.tinypic.com/282kzlf.jpg
What you are seeing consists of two images:
Image A(with the alien-concept art thingy), depth value .98, the white ...
2
votes
1answer
526 views
GPU particle system using vertex texture fetch in Direct3D9
I've been reading up on particle systems amongst other stuff and one interesting approach uses rendertargets to store a particle's position, velocity, lifetime, etc. A pretty neat summary is given ...
2
votes
2answers
582 views
Multiple render targets and gamma correctness in Direct3D9
Let's say in a deferred renderer when building your G-Buffer you're going to render texture color, normals, depth and whatever else to your multiple render targets at once.
Now if you want to have a ...
0
votes
2answers
577 views
SFML Segmentation Fault when using VBOs?
I'm trying to follow along with the gltut tutorials and for some reason when I call GLDrawArrays my program segmentation faults. I've been looking at the state of my application with the Mac OpenGL ...
0
votes
0answers
105 views
Argumentation Frameworks - Games approach
Logic-based argumentation theory is an area of Artificial Intelligence that models how to rationally choose (i.e., argue about) what to believe or do when faced with conflicting information. The aim ...
1
vote
3answers
1k views
Component-based Rendering
I have component Renderer, that Draws Texture2D (or sprite)
Then I have method OnUpdate, and there should be my rendering code, something like
spriteBatch.Draw(Texture, Vector2.Zero, Color.White)
...
1
vote
2answers
156 views
Why is antialiasing dependent on sampling?
I am thinking about the best ways to render two dimensional objects in the highest detail possible using modern graphics technology and it occurred to me that when I simplify a situation enough, I ...
3
votes
2answers
312 views
Rendering 3D out of layers - optimizing fillrate?
I'm rendering a city of several million cuboids that are all axis-aligned, touching each other and same-sized. They only differ in height.
Rendering them as real geometry is vertex-bound and too ...
2
votes
1answer
785 views
How do I draw 2D textures with Direct3D 11.1?
I'm running into trouble trying to figure out the best way to draw textures to the screen using Directx 11.1 (for Metro apps).
In XNA, I used SpriteBatch. Is there something partially comperable?
In ...
2
votes
1answer
315 views
Can using different vertex-buffers for each vertex-attributes be good in certain scenarios?
Is there scenarios where this is actually good practice? Or does it slow down performance?
Example:
//Vertex format is:
//X, Y, U, V
var myXYs:Vector.<Number> = new <Number>[
-1, -1,
...
0
votes
1answer
497 views
Will using OpenGL for rendering with SDL make my 2D game run smoother?
I've been working on a 2D game using SDL. I've noticed the objects look blurry and glitchy when they're moving, so I was thinking about using OpenGL to render the graphics. Would this help? What ...
3
votes
2answers
715 views
Rendering a lot of Models at once with XNA
In an hexgrid based game, I render all terrain tiles as a separate model, reusing the same texture objects on all similar tiles. The tiles is a pretty simple model.
When the terrain is set to be at ...
0
votes
1answer
467 views
Abstracting entity caching in XNA
I am in a situation where I am writing a framework in XNA and there will be quite a lot of static (ish) content which wont render that often. Now I am trying to take the same sort of approach I would ...
3
votes
1answer
542 views
isometric buildings
after switching to a third person view I was intrigued to make my new project isometric. Since I haven't really started yet this isn't much of a problem. Work so far was merely testing movement and ...
10
votes
3answers
386 views
Is showing a collision in slow motion computationally relaxing?
In a lot of racing games (Burnout Paradise, for example) when a collision is about to happen, the game play automatically switches to slow motion and carries on in slow sequence until after the ...
2
votes
1answer
489 views
How to save the 3D surface to bitmap in Flash 11 Stage3D
I have been using Stage3D to create some 3D app in Flash. One of the items on my list is the ability to take a screen shot. Flash makes it easy to grab the stage content, but I can't find a way to ...
3
votes
1answer
1k views
Why can't I write to my render targets?
Alright, been working on setting up my first deferred rendering attempt using a light prepass technique in Direct3D 11.
Anywho, I've been having problems understanding and using render targets. Never ...
9
votes
2answers
892 views
How can I unit test rendering output?
I've been embracing Test-Driven Development (TDD) recently and it's had wonderful impacts on my development output and the resiliency of my codebase. I would like to extend this approach to some of ...
1
vote
1answer
264 views
How do I make light objects in XNA?
Here's my dilemma : I want to have light sources placeable by the player, in terms of lanterns.
I know the best way to do this is to use pixel shaders, which I have done a lot of research and use ...
