The process of generating an image or series of images from a model by means of computer programming.
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
316 views
What are some of the more commonly used projectile rendering techniques?
couldn't find a duplicate question (bit surprising to me) but anywho I'm starting to get near implementing the rendering of projectiles for my game.
My question is what are some good techniques for ...
0
votes
2answers
580 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 ...
2
votes
2answers
256 views
Are there any issues with not drawing to all render targets when using MRT?
Lets say I set 2 render targets:
device.SetRenderTargets(color, depth);
And then half my draw code only outputs color and not depth. This works fine on the PC and produces the expected results ...
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
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 ...
1
vote
3answers
309 views
Should there be a limit to how many in game models there is for a 3d MMORPG?
I was considering building a character creator/customizer program that would enable a player to create their own 3d model based off of a series of preset body parts. i.e. A player could choose to add ...
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
787 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,
...
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
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 ...
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
490 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 ...
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 ...
3
votes
4answers
350 views
When connecting a physics engine to another engine, should you do all your logic in the units used by the physics side or the rendering side
I'm currently intergrating pygame and pyBox2D, and am wondering which side is best to try to keep to in terms of game units of size.
Box2D is Meters
PyGame is Pixels
At the moment I am thinking I ...
1
vote
2answers
477 views
Rendering (rasterization / ray tracing / others)
I'm completely new to this graphics and game development. I have read about Rendering (drawing a 3D graphic on a display 2D) and there are many ways of rendering, Rasterization, Ray tracing, ...
5
votes
3answers
3k views
building a game for different resolution phones
I am starting some tests for building a game on the Android program.
So far everything is working and seems nice.
However I do not understand how to make sure my game looks correct on all phones as ...
20
votes
4answers
1k views
Architecture a for a central renderer rather than self-rendering
For the architectural side of rendering, there's two main ways: having each object render itself, and having a single renderer which renders everything.
I'm currently aiming for the second idea, for ...
2
votes
1answer
579 views
How can I render a shiny, metallic surface?
I am creating a game for which I want to render a kind of shiny black metallic surface with some refection property in it. I know that there would be something related to masks involved with it. But ...
4
votes
3answers
702 views
IDirect3DDevice9Ex and D3DPOOL_MANAGED?
So I wanted to switch to IDirect3DDevice9Ex, purely for the SetFrameLatency function, as fullscreen vsynced D3D seemed to produce noticable input lag.
But then it tells me 'ha ha ha! now you can't ...
8
votes
2answers
927 views
Why would you want multiple render targets?
In d3d11, you can bind multiple render targets ID3D11DeviceContext::OMSetRenderTargets. But why would you want to do this?
-1
votes
2answers
751 views
Tilemap rendering with openGL (why the rendering is extremely messed up)
I'm using SDL & openGL to render a tile-map.
The issue is that the tile-map rendering is extremely messed up, and i'm just a bit unsure what i'm doing wrong exactly.
Here's an image of the ...
1
vote
1answer
693 views
Model not rendering correctly XNA
Basically i am trying to render a model yet it seems to draw polygons that should be behind something, in front of it. So i end up seeing some faces that should be behind something, totally covering ...
5
votes
1answer
4k views
DirectX11, how do I manage and update multiple shader constant buffers?
Alright, I'm having a hard time grasping how constant buffers are bound to a pipeline stage and updated. I understand that DirectX11 can have up to 15 shader-constant buffers per stage and each buffer ...
-1
votes
2answers
508 views
Why is my Diamond-Square implementation producing blocky, banded results?
Do you know why my diamond square algorithm is giving me this such "ragged" results? I used to render it in a way that concealed the roughness (basically asigning color ranges instead of fractional ...
14
votes
3answers
740 views
What does the graphics card do with the fourth element of a vector as the final position?
From this question it appears you would want a four-element position vector, as it is simpler to modify its position with matrix multiplication.
On its own this would imply the fourth element should ...
3
votes
1answer
483 views
“Clone” a RenderTarget2D?
I see that some XNA resources implement ICloneable (namely the Effect class) but textures don't. I have encountered a situation where I need to make a complete copy of a RenderTarget2D texture and use ...
21
votes
2answers
701 views
Out of bounds in AAA games
In many common AAA titles (Source engine games especially), when the player reaches an area 'un-catered' for, such as out of bounds, or noclipping under the map; a strange effect occurs on the screen ...
10
votes
1answer
520 views
How does pixeljunk shooter simulate its liquids?
I am really impressed by the liquids in pixeljunk shooter. I would love to know how they do it.
2
votes
1answer
736 views
Does OGRE do hardware skinning by default?
I am trying to understand how OGRE works at a lower level, and from what I have read so far, I believe OGRE generates shaders from material scripts using its RTShader system, on the loading of each ...
4
votes
2answers
648 views
How can I implement shader lookups for my material system?
I have been working on a material system and for the most part everything works just fine, however, I hard code the shader that will be used. Obviously this causes a problem when I want to have the ...
11
votes
2answers
3k views
How do you programmatically generate a sphere?
Could someone please explain how it would be possible to create a sphere vertices, indices and texture coordinates? There is a surprising lack of documentation on how to do so and it is something that ...
4
votes
2answers
1k views
Bitmap font rendering, UV generation and vertex placement [closed]
I am generating a bitmap, however, I am not sure on how to render the UV's and placement. I had a thread like this once before, but it was too loosely worded as to what I was looking to do.
What I am ...
1
vote
3answers
925 views
Rendering multiple RenderTargets to the screen
Let's say I have a background and a set of entities.
I have managed to draw the background into a Texture2D using a RenderTarget
I have also managed to draw all my entities into another RenderTarget
...
3
votes
1answer
1k views
How should I move 2D objects in OpenGL ES 2?
I am a bit confused about what I need to move a basic square. Should I use a translation matrix or just change the object vertices? Which one is better?
I use a simple vertex shader, gl_Position = ...
3
votes
1answer
394 views
Is there any equivalent to glPushMatrix in XNA?
I'm trying to implement a scene graph for my 2D game in XNA, and I was looking for a way to draw every object while saving only the local transformation of the object. This seems a bit like ...
1
vote
1answer
608 views
Multiple Render Targets not saving data
I originally posted this question on stack overflow, but realised it might be better here. The original question can be found here
I'm using SlimDX, targeting DirectX 11 with shader model 4. I have a ...
2
votes
2answers
658 views
implementing multi pass rendering in a game engine
I have done multi pass rendering before and understand how it works. I did a simple example which rendered a basic scene with shadows. This was all done in one file. Now I am trying to figure out is ...
3
votes
1answer
371 views
Engine Design for Rendering Reflections
I have a very simple game engine. A GameObjectManager stores a collection of all the GameObjects. When I want to render, I just call GameObjectManager.render() from the rendering context.
This works ...
5
votes
3answers
695 views
Game Classes design
I'm trying to create a simple 2D sprite game. The problem I'm having now is how to design my game. I was thinking of using a Sprite class that will be my base class for all the different types of ...
2
votes
3answers
826 views
Java tilemap not working, Think it has something to do with my image rendering
Hey can someone help me out, I've been trying to fix this for about 2 hours now, and I'm a noob when it comes to game programming and Java(only been reading and programming with it for a week now, ...
4
votes
2answers
451 views
Material vs Material Pass
I am trying to figure out the difference between a "Material" and a "Material Pass" (in theory). Is it basically that a Material will have multiple "Material Pass"'es, along with a name. Then the ...
1
vote
1answer
613 views
LWJGL Rendering a 2D Object at a Certain Position On-Screen
Okay, so in LWJGL, how can I render a 2D object (maybe for like a menu, or meter that shows up on screen during the game), and have control over size and position on screen? So I can tell it what ...
2
votes
1answer
819 views
android zoomable and scrollable board game
I'm developing a Android board game and have a question regarding creating a board that is zoomable and scrollable. The board contains a static background, characters (players) and the actual "level" ...
12
votes
4answers
1k views
Should actors in a game be responsible for drawing themselves?
I am very new to game development, but not to programming.
I am (again) playing around with a Pong type game using JavaScript's canvas element.
I have created a Paddle object which has the following ...
3
votes
1answer
703 views
problem with frustum AABB culling in DirectX
I am currently working on a project with a few friends, and I am trying to get frustum culling working. Every single tutorial or article I go to shows that my math is correct and that this should be ...
0
votes
0answers
338 views
How can I make a 32 bit render target with a 16 bit alpha channel in DirectX?
I want to create a render target that is 32-bit, with 16 bits each for alpha and luminance. The closest surface formats I can find in the DirectX SDK are:
D3DFMT_A8L8 // 16-bit using 8 bits each ...
4
votes
1answer
597 views
Java rendering performance bottlenecks
I've read a lot of forums about making 3D games in Java but I was unable to build a full picture of how it performs in video games.
I know that it works smoothly for small and average size games, but ...