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

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-3
votes
1answer
374 views

Isometric Rendering and Picking [duplicate]

Possible Duplicate: Isometric rendering and picking? I've been looking for a formula to plot (world->screen) and mouse pick (world->screen) isometric tiles in a non-diamond-shaped world. ...
3
votes
1answer
180 views

blurry image rendered

I'm using Direct2D to render a PNG image using a ID2D1BitmapRenderTarget and then caling it's GetBitmap() function and rendering the image using ID2D1HwndRenderTarget::DrawBitmap(). Some of the ...
2
votes
2answers
191 views

Drawing multiple triangles at once isn't working

I'm trying to draw multiple triangles at once to make up a "shape". I have a class that has an array of VertexPositionColor, an array of Indexes (rendered by this Triangulation class): ...
5
votes
2answers
1k views

How can I render text above a mesh in DirectX 9?

I want to render some text over a mesh in my DirectX app. It will have a similar application to health bars for units in games, just as text rather than a bar. I'm looking for the simplest way to do ...
2
votes
1answer
240 views

Software rendering 3d triangles in the proper order

I'm implementing a basic 3d rendering engine in software (for education purposes, please don't mention to use an API). When I project a triangle from 3d to 2d coordinates, I draw the triangle. ...
4
votes
1answer
254 views

Is there any heuristic to polygonize a closed 2D raster shape with n triangles?

Let's say we have a 2D image black on white that shows a closed geometric shape. Is there any (not naive brute force) algorithm that approximates that shape as closely as possible with n triangles? ...
6
votes
3answers
1k views

What is the best way to render a 2d game map?

I know efficiency is key in game programming and I've had some experiences with rendering a "map" earlier but probably not in the best of ways. For a 2D TopDown game: (simply render the ...
1
vote
3answers
209 views

relationship between the model and the renderer

I tried to build a simple graphics engine, and faced with this problems: i have a list of models that i need to draw, and object (renderer) that implements IRenderer interface with method ...
5
votes
2answers
2k views

What is the order-less rendering technique that allows partial transparency?

I've seen somewhere rendering technique that allows order-less rendering of partially transparent sprites/objects. Though I can't remember what the technique is called, so I'm having trouble Googling ...
3
votes
1answer
283 views

how to change the number of rendered frames in Blender

i´m using blender to render an animation in single pictures and i want to make an 16 frames animation out of an 24 frames one without changing the set keyframes. Is there an option to skip every 3rd ...
1
vote
0answers
95 views

Rendering text with stb_font results in glitches

I'm trying to render text with OpenGL and an "inline"-font taken from the stb_fonts The relevant code for initializing the font & rendering: LabelFactory::LabelFactory() { static unsigned ...
0
votes
1answer
425 views

Color Picking Troubles - LWJGL/OpenGL

I'm attempting to check which object the user is hovering over. While everything seems to be just how I'd think it should be, I'm not able to get the correct color due to the second time I draw ...
1
vote
1answer
170 views

Inter Quake Model IQM render Directx9

I'm trying to render an Inter Quake Model(http://lee.fov120.com/iqm/) in DirectX9 that I exported from blender. I want to display animations which IQM supports and my model format does not. The ...
3
votes
3answers
2k views

How many BasicEffects do you have in a Game? What is the best way to render multiple objects/shapes at once?

I'm trying to understand 3D rendering and it seems that everytime you render a new object (A 3D Cube or something) you need to have a new BasicEffect for each Box you render unless you want the exact ...
1
vote
2answers
104 views

Working out of a vertex array for destrucible objects

I have diamond-shaped polygonal bullets. There are lots of them on the screen. I did not want to create a vertex array for each, so I packed them into a single vertex array and they're all drawn at ...
1
vote
0answers
607 views

OpenGL ES multiple objects not being rendered

I am doing the following to render multiple balls move around the screen but only 1 ball is seen to appear and function. I don't know why the rest (count-1) balls are not being drawn public void ...
2
votes
2answers
348 views

How to draw realtime 3D amoebas in OpenGL?

How would one draw 3D amoebas in real-time in OpenGL? The key components I'm looking for are: Curved closed surface that changes shape Generally transparent Something translucent inside showing the ...
-1
votes
1answer
166 views

Rendering projectiles [closed]

I'm working on a simple game that has the user control a space ship that shoots small circular projectiles. However, I'm not sure how to render these. Right now I know how to make a LPDIREC3DSURFACE ...
8
votes
1answer
642 views

Drawing “Stenciled” Sprites and making them glow

Currently, in my game - I'm not using XNA's SpriteBatch to render anything(I am using Farseer Physic's Debug View), and I was wondering how I would render something like this: only using XNA. My ...
3
votes
1answer
478 views

How to properly render a Frame Buffer to the BackBuffer in Stage3D / AGAL

After doing a render pass with RenderToTarget (RTT), how do you properly render that texture buffer to the screen while maintaining original scale / proportions so it doesn't stretch or lose quality? ...
6
votes
4answers
3k views

Entity System and rendering

Okey, what I know so far; The entity contains a component(data-storage) which holds information like; - Texture/sprite - Shader - etc And then I have a renderer system which draws all this. But ...
1
vote
2answers
222 views

Which isometric angles can be mirrored (and otherwise transformed) for optimization?

I am working on a basic isometric game, and am struggling to find the correct mirrors. Mirror can be any form of transform. I have managed to get SE out of SW, by scaling the sprite on X axis by -1. ...
2
votes
1answer
299 views

2D scene graph not transforming relative to parent

I am currently in the process of coding my own 2D Scene graph, which is basically a port of flash's render engine. The problem I have right now is my rendering doesn't seem to be working properly. ...
1
vote
1answer
114 views

Game window systems and internal frames

I don't know if this is a valid question, but: What kind of window manager do games use which have internal frames (Frames inside frames)? Does this differ between the programming languages (Are e.g. ...
0
votes
1answer
127 views

What's the standard location of a 3D clipping box?

The way I understand 3D rendering, polygons are transformed using several matrices, and they are then clipped if they are not inside a certain box, before projecting the box onto the screen. Before ...
5
votes
1answer
185 views

Two graphical entities, smooth blending between them (e.g. asphalt and grass)

Supposedly in a scenario there are, among other things, a tarmac strip and a meadow. The tarmac has an asphalt texture and its model is a triangle strip long that might bifurcate at some point into ...
3
votes
1answer
1k views

Correct use of VAO's in OpenGL ES2 for iOS?

I'm migrating to OpenGL ES2 for one of my iOS projects, and I'm having trouble to get any geometry to render successfully. Here's where I'm setting up the VAO rendering: void bindVAO(int ...
2
votes
3answers
1k views

Drawing graphics in Java game

I am quite new to game development, so here is a question (maybe a stupid one): In my sidescroller i have a bunch of different graphics objects that i need to draw (player, background tiles, ...
0
votes
1answer
463 views

Isometric drawing “Not Tile Stuff” on isometric map?

So I got my isometric renderer working, it can draw diamond or jagged maps...Then I want to move on...How do I draw characters/objects on it in a optimal way? What Im doing now, as one can imagine, ...
1
vote
1answer
459 views

Lost transparency in SDL surfaces drawn manually

I want to create SDL_Surface objects for each layer of my 2d tile-based map so that I have to render only one surface per layer rather than too many tiles. With normal tiles which do not have ...
0
votes
3answers
297 views

Central renderer for a given scene

When creating a central rendering system for all game objects in a given scene I am trying to work out the best way to go about passing the scene to the render system to be rendered. If I have a ...
4
votes
1answer
450 views

How to use caching to increase render performance?

First of all I am going to cover the basic design of my 2d tile-based engine written with SDL in C++, then I will point out what I am up to and where I need some hints. Concept of my engine My ...
6
votes
2answers
1k views

Low-level game engine renderer design

I'm piecing together the beginnings of an extremely basic engine which will let me draw arbitrary objects (SceneObject). I've got to the point where I'm creating a few sensible sounding classes, but ...
2
votes
1answer
411 views

Distributed Rendering in the UDK and Unity

At the moment I'm looking at getting a game engine to run in a CAVE environment. So far, during my research I've seen a lot of people being able to get both Unity and the Unreal engine up and running ...
0
votes
2answers
2k views

Efficient way to render tile-based map in Java

Some time ago I posted here because I was having some memory issues with a game I'm working on. That has been pretty much solved thanks to some suggestions here, so I decided to come back with another ...
1
vote
2answers
140 views

Back to front drawing in an Unorginized array of tiles

I have an Array of tiles in no particular order. How would I do a isometric back to front rendering on it? Do I HAVE to order it?
2
votes
1answer
380 views

How to draw Isometric game Back to front

What is the for loop or algorytm for a 2D array of tiles that I would render the tiles back to front like this:
1
vote
1answer
148 views

Only apply Advanced Graphics on high FPS Dynamically

I wonder why not prevent lags by only appying advanced optional graphics stuff when the FPS are high at time. So The game could use simpler or even no shaders and skip decorative models some time. It ...
1
vote
1answer
188 views

Triangle Strips of Tetraheron

I am confused about the triangle strip representation of closed mesh .The vertex buffer for triangle strip representation of the a figure is shown below: A(0,1) B(0,0) C(1,1) D(1,0)E(2,1) vertex ...
1
vote
1answer
202 views

Distrubuted Rendering in a CAVE system

I am currently working with CAVE systems and I'm looking into hooking up a pre-exisiting game engine in one. I know this is possible through Unity and the Unreal Engine as there is already research ...
18
votes
3answers
8k views

outline object effect

How can I achieve an outline effect similar to the ones found in League of Legends or Diablo III? Is it done using a shader? How? I would prefer answers that are not tied up to any particular ...
6
votes
1answer
4k views

Repeat texture in libgdx

How to fill region with repeated texture? Now I'm using next method: spriteBatch.begin(); final int tWidth = texture.getWidth(); final int tHeight = texture.getHeight(); for (int i = 0; i < ...
2
votes
2answers
297 views

How can my “world” provide the information required to render itself?

I am writing a JavaScript game that provides a top down view of the player, to eventually create a ray caster that can render the view in faux 3D (the top down view will end up as the mini-map). A ...
0
votes
1answer
307 views

How can I simulate light using mask images on the iPad? [duplicate]

Possible Duplicate: Can I achieve a torchlight effect (lighter area around a light source) in a 2D game? I want to have a picture as a background, say this: Then I would like to apply a ...
1
vote
1answer
230 views

Invert colors Java rendering

I am making a 2d platformer in java using the slick2d engine. I only use 2 colors: black and white. I want to implement a feature were i invert the colors of certain entities. However i can't find a ...
3
votes
1answer
236 views

Should the frame rate be consistent or is it normal for it to jump around?

As I commented on a post, I started wondering if it was correct or not (the comment, not the answer). And I'd like to straighten that out. Although not needed as info, here's the link to the ...
2
votes
2answers
214 views

Child parent rendering (flash) in XNA

i am currently in the process of implementing a render engine that works like flash's. Where a sprite is drawn inside another sprite and reflects all transformation (rotation, scale, etc) on the ...
3
votes
0answers
420 views

How to reproduce the 3ds Max Gradient Ramp effect?

The material definition of a mesh is composed of these three components: Self-Illumunation, Refletcion and Refraction. Each of these components has a Gradient Ramp as a map and the mapping mode is set ...
3
votes
1answer
274 views

What's the name of the rendering problem I describe here?

I don't remember how is it called that rendering problem that you have when you get fast movements (a sprite moves fast for example from right to left) and you have half of the image in a position and ...
4
votes
3answers
947 views

Interpolate and collisions

Lets take the simple example of a ball bouncing off a wall. The physics is separated from the display. The physics is set to run at say 20 frames per second and the display is running faster than this ...