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

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-1
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1answer
103 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
456 views

How can I make a 32-bit render target with a 16-bit alpha channel in Direct3D?

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, 8 bits each for ...
1
vote
1answer
140 views

When updating a mesh, does glBufferSubdata belong in the update or render function?

When updating a mesh does the glBufferSubdata call 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 ...
3
votes
1answer
260 views

How do I efficiently render the tiles of a tile map?

I've been working on a game, and I've been using Python with Pyglet to create it. I had an issue on how I could do effective tile based rendering. I tried cocos2d, however the API is very efficient ...
11
votes
4answers
3k views

Synchronization between game logic thread and rendering thread

How does one separate game logic and rendering? I know there seem to already be questions on here asking exactly that but the answers are not satisfactory to me. From what I understand so far the ...
0
votes
2answers
367 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 ...
1
vote
1answer
903 views

Rendering a image with some transparency has removed all black pixels and makes full texture transparent

I am writing a program where with Directx11 I am rendering a texture to a flat rectangle something along the line a of 2D engine. Now parts of this image need to be transparent, to this effect I ...
0
votes
2answers
303 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 ...
5
votes
3answers
1k 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
1k views

Rendering another screen on top of main game screen in fullscreen mode

my game runs in fullscreen mode and uses active rendering. The graphics are drawn on the fullscreen window in each game loop: public void render() { Window w = ...
10
votes
1answer
1k views

Information about rendering, batches, the graphical card, performance etc. + XNA?

I know the title is a bit vague but it's hard to describe what I'm really looking for, but here goes. When it comes to CPU rendering, performance is mostly easy to estimate and straightforward, but ...
21
votes
5answers
28k views

What is ambient occlusion?

I've heard about ambient occlusion and it looks nice, but what exactly is it?
5
votes
1answer
421 views

Vertex fog producing black artifacts

I am rendering a textured model using the XNA BasicEffect. When I enable fog, the model outline is still visible as many small black dots when it should be "in the fog". Why is this happening? ...
0
votes
0answers
80 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
91 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
1k 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 ...
8
votes
3answers
1k 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
893 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 ...
0
votes
1answer
187 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
44 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
167 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
87 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 ...
14
votes
3answers
2k 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 ...
3
votes
1answer
304 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
510 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 ...
1
vote
2answers
300 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 ...
4
votes
2answers
372 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 ...
4
votes
2answers
529 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
826 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, ...
0
votes
1answer
316 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 ...
2
votes
1answer
327 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 ...
3
votes
1answer
341 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
173 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 ...
4
votes
2answers
5k views

Mapping a Vertex Buffer in DirectX11

I have a VertexBuffer that I am remapping on a per frame base for a bunch of quads that are constantly updated, sharing the same material\index buffer but have different width/heights. However, ...
17
votes
6answers
3k 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 ...
50
votes
2answers
4k views

How can I get textures on edge of walls like in Super Metroid and Aquaria?

Games like Super Metroid and Aquaria present the terrain with the other facing parts having rocks and stuff while deeper behind them (i.e. underground) there's different detail or just black. I ...
1
vote
0answers
120 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
3answers
480 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 ...
0
votes
1answer
257 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
97 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 ...
1
vote
1answer
993 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
588 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 ...
0
votes
1answer
288 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
83 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 ...
-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
370 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
145 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 { ...
4
votes
2answers
351 views

What is the state of the art of ray tracing on the GPU?

I think ray trace rendering had to be done on the CPU for a long time. But since we have compute shaders in OpenGL 4.3 now, it might be possible to move the computations on the GPU and perform ...
1
vote
2answers
333 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 ...
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 ...