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

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2k views

How can I apply an outline effect in Unity?

I want to apply an outline effect for several objects on the scene. Nope, the standard outline shader from the toon-shader package don't met my criteria. I want to create an effect like this: To ...
1
vote
0answers
313 views

LibGDX render sprites in tiled-map format ( convert texture to sprite )

I am creating a game in which till now I have used textures to create A 2D tiled game. I have created a matrix which converts the touch co-ordinates into a array index number and according to that ...
-2
votes
1answer
280 views

Load single texture atlas for multiple sprite

Recently, I am developing sudoku game. For this, I have created multiple grid 9x9,12x12 and 15x15. For this numbers are repeated so multiple sprite renderer are created and it load same number ...
11
votes
6answers
8k views

LOD in modern games [closed]

I'm currently working on my master's thesis about LOD and mesh simplification, and I've been reading many academic papers and articles about the subject. However, I can't find enough information about ...
1
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4answers
3k views

Rendering multiline text with SDL_TTF

Can you use any function to render more than a line of text in a surface? If you can't do this, what whould be the way to go? I am doing the following: Create a surface (not sure if should be a ...
0
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1answer
72 views

How to create a vertex buffer that provides this pattern?

I have a series of vertices that I want to layout with the following configuration, but I haven't been able to find out how to do this with the square and X pattern. Most of the time I have generally ...
6
votes
1answer
316 views

With what projection matrix should I render a portal to a texture?

I'm using OpenGL. I have problem with my engine's portal implementation. To create the first portal I do: create a virtual camera with the position of the second portal and the correct orientation ...
1
vote
1answer
210 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
1answer
518 views

How do I double-buffer renders to a JPanel?

I'm trying to make a little breakout game with Java and Swing. The only issue so far is that drawing on the JPanel causes lots of flickering! The relevant code: JFrame frame = new ...
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0answers
258 views

Sprite Rendering Cost Calculation

First of all asking before asking this question I have already read following post for the clearance of my mind. Sprite Renderer Texture 2D I want to change my background texture as per device ...
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1answer
93 views

Why does rendering a gradiented shape leave gaps?

Sometimes when I am drawing objects that aren't 'linear' (e.g. rounded edges, circles, ellipses, diagonal lines, etc) I this weird effect of some pixels at certain points not getting drawn. It's ...
1
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2answers
132 views

pre-rendering light on texture based on bump map

Using a gray-scale bump-map and N sources of colored light, what is the algorithm to render the light on the textured surface, assuming I have the angle(s) and distance of each light source? (I am ...
3
votes
3answers
607 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 ...
1
vote
2answers
683 views

Should game objects draw themselves? [duplicate]

Assuming you have classes like Player, Enemy, Map and Tile. The first approach to structuring rendering code would be to give each a render() method and let it draw itself: void render(){ ...
12
votes
6answers
4k views

Should an object in a 2D game render itself?

I'm making a 2D street fighter-like game that is not tile based. Usually people recommend that entities be given to a renderer that render them, not them render themselves, but it seems the inverse is ...
0
votes
2answers
118 views

Algorithmic error in tile engine? [closed]

I'm toying with creating a tile-based 2D java game engine. I can render the "local" area without issues(I.E. deciding which local tiles to render). The problem came when I introduced floating point ...
2
votes
2answers
255 views

Can global Illumination via path tracing replace all other current lighting techniques?

In the sense that you currently have algorithms like HDR, shadows, reflections, caustics, motion blur and so on, does complete path tracing take care of all these effects, or would you still have to ...
0
votes
1answer
95 views

Triangular grid and rendering to a texture (Direct3D 11)

Is it possible to render vertex data from a triangular grid into a texture with a same size (i.e. 3x3 vertices to 3x3 pixels - each pixel is representing one vertex)? Consider following situation. I ...
2
votes
1answer
645 views

How to best utilize depth buffer precision

Are there strategies to minimize depth buffer precision problems with hyperbolic depth buffers, such as the ones resulting from perspective projection matrices, or depth buffers in general? For ...
1
vote
2answers
279 views

Bilinear filtering: Selecting pixels to interpolate between

When looking for implementations of bilinear filtering online, all the ones I can find seem to just pick the current pixel, and the three pixels to the bottom and right side of the current pixel. ...
1
vote
0answers
139 views

LibGDX polygon caching

I am developing an Android game using LibGDX and I have big world map made of polygons. I use PolygonSprite and PolygonSpriteBatch, when I render map, I get 30-35fps and it feels laggy. I wonder if ...
2
votes
1answer
284 views

does order of updates and renders matter?

I know in a game loop there needs to be an order like physics should update before rendering. So, I have created two separate functions: update and render and the game loops like below: ...
2
votes
1answer
764 views

Reduce render time for a tiled map in ThreeJS

I'm working on a WebGL game using Three.js, its been a few days and I found my first issue, render time on big maps. The game runs great, there are even some AI mobs that run around randomly like ...
1
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1answer
208 views

Bounding volume hierarchy for outdoor scenes

I started with a very simple graphics engine a few weeks ago and I have finished a simple scene-graph and I am now at a point where I need to create a bounding volume hierarchy. I never really ...
2
votes
3answers
440 views

Order of render with transparency opengl

I tried to render using different render configurations (GL_BLEND_FUNC()) but I couldn't get the back object to render in certain angles. The first screenshot here shows one angle where the back ...
0
votes
1answer
117 views

Keep rasterized pixel amount constant

I have a scene that is rendered from the point of view of the light using an orthographic projection matrix. For an arbitrarily shaped and oriented object that doesn't change its shape or size in ...
1
vote
1answer
143 views

Better way to handle ordering and visibility of renderable objects?

I'm just wondering whether there is a more effective way to handle the ordering and visibility of renderable components that fits into the design of my already existing engine. How I do it now: In ...
4
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2answers
1k 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 ...
3
votes
2answers
95 views

Radiometric quantities and time in rendering

Often in papers people use various radiometric quantities, mostly radiant flux, radiant intensity, radiance and irradiance. It seems to me that all of these quantities are dependent on time. For ...
1
vote
1answer
158 views

opengl offscreen rendering in linux is slow [duplicate]

My opengl application runs at about 110 fps. The moment I add off-screen rendering, it slows down to 15 fps. I am using frame buffer objects and glReadPixels to render off-screen. I have searched on ...
0
votes
2answers
98 views

Rotating one object to track another in worldspace

This should be pretty straightforward, but its been awhile and my brain has officially turned off for the holidays :-) To keep things simple, lets assume everything is in 2D space. I've got a large ...
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3answers
96 views

Entity System Texture Rendering Performance Java

I use Artemis and LibGDX. I have the following two components which manipulate a texture: ComponentTexture // Stores the texture ComponentSource // Define a region for the texture, that will only be ...
-1
votes
2answers
187 views

Models are not rendered correctly. OpenGL

I'm working on my university OpenGL project and as a base of it I'm trying to combine several OpenGL tutorials, mainly tutorials from http://ogldev.atspace.co.uk/. The problem I have is that models ...
-1
votes
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
476 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
145 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
364 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
463 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
1k 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
346 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
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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 = ...
11
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 ...
22
votes
5answers
32k views

What is ambient occlusion?

I've heard about ambient occlusion and it looks nice, but what exactly is it?
5
votes
1answer
426 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
88 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
94 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
4
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 ...