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

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10
votes
3answers
354 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 ...
14
votes
3answers
10k 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 ...
3
votes
2answers
641 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 ...
0
votes
3answers
320 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 ...
2
votes
0answers
108 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 ...
0
votes
1answer
1k 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
526 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
479 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
102 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
221 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
145 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 ...
2
votes
2answers
2k 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 ...
6
votes
3answers
432 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?
8
votes
2answers
7k views

How do I render terrain in a 2.5D perspective, like in the game Don't Starve?

I have experience in making 2D side scroller games such as Terraria, but now I want to challenge myself and make a game that has a 2.5D perspective. The game I am trying to mimic is Don't Starve. ...
1
vote
2answers
899 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
1k 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 ...
19
votes
4answers
982 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 ...
0
votes
1answer
96 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 ...
3
votes
1answer
379 views

How do I improve terrain rendering batch counts using DirectX?

We have determined that our terrain rendering system needs some work to minimize the number of batches being transferred to the GPU in order to improve performance. I'm looking for suggestions on how ...
4
votes
4answers
3k views

Entity/Component based engine rendering separation from logic

I noticed in Unity3D that each gameObject(entity) have its own renderer component, as far I understand, such component handle rendering logic. I wonder if it is a common practice in entity/component ...
11
votes
4answers
802 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
vote
2answers
3k views

LWJGL Text Rendering

Currently in my project I am using LWJGL and the Slick2D library to render text onto the screen. Here is a more specific example: Font f = new Font("Times New Roman",Font.BOLD,18); font = new ...
3
votes
1answer
369 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 ...
6
votes
2answers
2k views

How do you triangulate an arbitrary polygon?

I need to triangulate a polygon for rendering in opengl es on android ( no glu triangulation available) Is there an already known algorithm for polygon triangulation? The polygon can be convex or ...
0
votes
1answer
117 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
2answers
1k views

Resize a texture using the full SpriteBatch.Draw in XNA

I'm using the full Spritebatch.Draw function to draw my explosion sprite since I also need rotation. I am using the Scale value to resize my texture, but I can't get it to be accurate. I want to be ...
1
vote
1answer
252 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
781 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 ...
14
votes
4answers
5k views

How can I acheive a smooth 2D lighting effect?

I'm making a 2D tile based game in XNA. Currently my lightning looks like this. How can I get it to look like this? Instead of each block having its own tint, it has a smooth overlay. I'm assuming ...
0
votes
1answer
95 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 ...
10
votes
4answers
13k views

Preferred way to render text in OpenGL

I'm about to pick up computer graphics once again for an university project. For a previous project I used a library called FTGL that didn't leave me quite satisfied as it felt kind of heavy (I tried ...
-1
votes
1answer
150 views

Anti-Aliasing in Java

In my game I want to have the different anti-aliasing option like: none, x2, x4, x8 and x16. I know that you can use anti-aliasing with Graphics2D in the way below bu is there any way that I can use ...
-2
votes
2answers
253 views

Rendering structure [closed]

my question is "What is the best way to structure rendering code". Is it better to make a class with a render function that iterates through all game objects based on there name or type and have no ...
-3
votes
2answers
555 views

How to preload a vast amount of models?

This is more a theoretical question, during runtime, my game runs smooth without any hickups. But as standard game-objects, my game contains collectibles such as coins (which are rotating Models). ...
11
votes
1answer
3k views

Rendering Unity across multiple monitors

At the moment I am trying to get unity to run across 2 monitors. I've done some research and know that this is, strictly, possible. There is a workaround where you basically have to fluff your window ...
3
votes
2answers
264 views

What is Volumetric Rendering?

I came across this term when searching for ways to visualize collection of voxels. What is volumetric rendering ? How is it different from normal surface rendering ? Are there any special advantages ...
0
votes
1answer
110 views

Why does this LUA code not render any objects on the screen? [closed]

Did I mess up something somewhere? If i put a putsxy in the same box, it renders a string just fine, but for some reason this code hates objects. What this code is supposed to do is render a set of ...
0
votes
2answers
1k views

Irrlicht rendering basic OBJ

I have been trying to render a "room" with some basic functions and I found some "bugs". So at first I have made a "room" out of 6 planes in blender and gave each of them a diffrent color. ...
0
votes
1answer
142 views

Weird rendering issue when applying lightmap through HLSL

I have a weird issue when trying to render the lightmaps in my game. Please see the following screenshots. Note how the scene looks up close with the lightmaps enabled. Note how that same part of ...
1
vote
1answer
210 views

How to provide a fully programmable pipeline for rendering?

I am writing a game engine and I want people who use it allow to define the rendering pipeline. Just they can define the scene geometry, characters, items, light sources, and so on. So the term ...
2
votes
1answer
370 views

Issues upscaling pixel art with SampleState.PointClamp

I'm developing a 2D game, and I'm striving to create a nice blocky low-res appearance for the game, yet allow it to be played at variable resolutions. So, I've researched resolution independency and ...
3
votes
2answers
1k views

HTML5 - Does it have the power to handle a large 2D game with a huge world? [closed]

I have been using XNA game studio, but due to private reasons (as well as the ability to publish anywhere & my heavy interest in isogenic engine), I would like to switch to HTML5. However, I have ...
0
votes
3answers
2k views

Where to run logic update in openGL ES?

Using Canvas with Surfaceview I had a run() method where I would essentially do the following: onDraw(); update(); Where onDraw method would do the rendering and update would update all my game ...
2
votes
2answers
174 views

One or multiple VertexBuffers

I'm currently working on a personal project where I'm trying to load the levels and all of the geometry from the game "Medal of Honor Allied Assault" into my own C# code-base based on SharpDX. I ...
3
votes
1answer
322 views

Rendering a black and white image in OpenGL 1.1

Is there is any way that I can simple disable the color in OpenGL 1.1? Or can I "grey out" textures in LWJGL?
4
votes
2answers
7k 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 ...
1
vote
0answers
864 views

3ds max render to texture in PNG

Using 3ds Max 2012, I've been able to use the "render to texture" function to successfully bake my lighting. The only problem is that these image files are always output to TGA files. I need PNG ...
2
votes
1answer
184 views

How can I render the whole faces instead of only the vertices? [closed]

I'm doing my master thesis in comparing DX9 LoD with DX11 Tesselation LoD. Therefore I use a ShaderManager that calls either the shader for the DX9 implementation, where the model is exchanged by the ...
3
votes
1answer
540 views

Choosing the correct isometric character facing direction

I am currently building a 3D game presented from a 2D isometric viewpoint. The 3D coordinates start at the top left corner of the screen with x and y increasing towards the right and bottom edges ...
-1
votes
1answer
137 views

GLES2 rendering performance for different iPad generations

I'm using C++/GLES2 for iPad only (no iPhone). The only device I own is an iPad2 and I do not plan to support iPad 1. Can anyone help me understand realistic goals/limits on iPad 2/3/4 in terms of ...