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

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2
votes
1answer
276 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
244 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
149 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
99 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
149 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
229 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
805 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
387 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
351 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
174 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
127 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
237 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
139 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
285 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
72 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
127 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
249 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
270 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
340 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
314 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
114 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
256 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
85 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
296 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
788 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
351 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
330 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
88 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
176 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 ...
2
votes
1answer
121 views

Any possibility to render XNA scene via POV-Ray

We are creating special purpose application. Its not game but its 3d Application that functions like game. We require app to have different places and we want to allow user to roam inside such places ...
1
vote
2answers
266 views

Rendering large and high poly meshes

Consider an huge terrain that has a lot polygons, to render this terrain I thought of following techniques: Using height-map instead of raw meshes: Yes, but I want to create a lot of caves and stuff ...
0
votes
3answers
350 views

Using different shaders on the same model at runtime

I've already asked similar but a bit unclear question here but this time I will be very specific and to the point. Suppose I have an actor which grabs a power up. He starts to glow using bloom shader ...
6
votes
3answers
372 views

Why does clipping take place after illumination?

Can you explain why clipping takes place after the illumination process in the rendering pipeline? Would it be not cheaper to clip first and do then the illumination?
0
votes
1answer
612 views

Multiplayer Network Game - Interpolation and Frame Rate

Consider the following scenario: Let's say, for sake of example and simplicity, that you have an authoritative game server that sends state to its clients every 45ms. The clients are interpolating ...
1
vote
2answers
505 views

How to blend the sprite into background?

I try to blend the character into game but I still cannot remove the blue color in the sprite sheet and discover that the white area of sprite is semi-transparent. Before that, the color ...
0
votes
1answer
707 views

Why won't my vertex buffer render in GLFW3?

I have started to try to learn OpenGL, and I decided to use GLFW to assist in window creation. The problem is, since GLFW3 is so new, there are no tutorials on it or how to use it with modern OpenGL ...
0
votes
1answer
78 views

XNA Rendering vertices that only appear within the cameras view

I'm making a game in XNA and I recall hearing that professionally made games use a technique to only render the polygons that appear within the cameras projection. I've been trying to find something ...
18
votes
4answers
831 views

How to prevent “underwater sight” in games

In many games where the player can go underwater, it seems like when you look where the top half of the screen is in the air, and the bottom half the screen is in the water, it's almost like the water ...
2
votes
1answer
231 views

Keeping everything within one Activity

Overview My game is currently based on a single activity (rather than multiple activities) and I would like to keep it that way. At the moment, it goes straight into the game at level 1. I will ...
11
votes
4answers
691 views

Is there a way to prevent users from adjusting their gamma correction to 'cheat' their way out of a 'dark' area?

In almost every game I've come across that includes a dark situation designed to change the way a user interacts with the environment, there are always some players who turn up their monitor's gamma ...
-1
votes
1answer
100 views

Input rendering

Suppose I have a simple game model (designed with MVC pattern): There is a World, there is a WorldRenderer and there is a GameController. Now, World is a model of the world, i.e. game state. ...
0
votes
1answer
102 views

How to render polygons of arbitrary shape? [duplicate]

I am trying to render a plane with nodes. FYI : Nodes know what other nodes it is being attached to. I can think of a way to render them as long as they are aligned in a circular pattern; have a ...
1
vote
1answer
154 views

Seamless tiling with TexturePacker and Marmalade/IwGX

I'm looking for a way to get seamless tiling working, where the tiles are sprites off a TexturePacker sprite sheet, and the rendering is done with Marmalade's IwGX's streams. I also need to render the ...
4
votes
1answer
430 views

How do games deal with Z-sorting partially transparent foliage textures?

I was busy implementing basic transparency in a prototype I'm working on when something occurred to me. In order for a given texture's transparency to work as expected, the (semi-)transparent texture ...
0
votes
1answer
91 views

rendering a dynamic sized rock

I am developing a 2d mobile game that has a large deformable terrain (a lot like worms). I am rendering the terrain using a gray scale bitmap (in a fragment shader) which serves as a texture position ...