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

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1answer
325 views

Realtime rendering using a ray tracing engine

I want to render an object that has a mesh with one million hexagonal elements(100 * 100 * 100). Lights, shadows and textures is not important and each element has a solid color. and finally, the ...
0
votes
1answer
221 views

3D Huge mesh rendering

I am writing a program, that as input, I have a huge (10^6 elements) 3d mesh (with hexagonal shaped elements), and I want to realtime render it, but not as real-time as a game. It just can show the ...
1
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0answers
660 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 ...
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 ...
0
votes
1answer
726 views

SDL and software/hardware rendering. How to go about it?

I know that SDL 1.2 does software rendering (CPU) and not hardware rendering (GPU). My question is, how do I use SDL but with hardware rendering? How do I not use its rendering API (software) and ...
3
votes
2answers
6k 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 ...
38
votes
2answers
4k views

How to render realistic ice?

I am trying to write an ice shader in Unity that looks good and at least semi-realistic. If the following shot (found on Google) was CG, what would its shader include? (the foreground cave). I might ...
3
votes
1answer
765 views

Write depth buffer to texture

I need to read depth buffer from GPU and write it to texture. How this can be done? Here is how texture for depth buffer is created: depthBufferDesc.Width = screenWidth; depthBufferDesc.Height = ...
2
votes
1answer
167 views

Multiple passes in direct3d10

I begin to learning direct3d10 and stuck with multiple passes. As input I have a triangle(that stored in vb/ib) and effect file: //some vertex shader and globals goes there. skip them to preserve ...
3
votes
1answer
513 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? ...
7
votes
1answer
1k views

How can I organize render and transformation data in a scalable fashion?

I am writing for OpenGL 2.0 and in the future porting to OpenGL ES 2.0. I only use VBOs and shaders (no immediate mode, no vertex arrays). I already have working solutions, they just... feel wrong. ...
3
votes
0answers
349 views

How is Ping-Ponging done in Stage3D & AGAL (Flash Player 11)

Does anyone know how to create a Texture feedback effect in Stage3D / AGAL? I've just found the term "ping-ponging" in some GPU wikipage, hopefully I'm using it in the right place! I'll share with ...
0
votes
3answers
1k views

How to handle many sprites and update?

I am making a game, and I just started to think about how I am going to update and render all the sprites on the screen. Should I store all sprites in some type of list (vector or something?) and then ...
4
votes
1answer
702 views

Best way to separate display and game logic (threads)

What is the best way to separate render and game logic threads? I'd like to make logic-heavy game (ai, machine learning, and network) in which world updates 50-60 times per second. I want to ...
5
votes
3answers
5k views

Can I make a mirror with Unity Free?

If I understand correctly, render textures are a feature of Unity Pro, and that is the best way to create mirrors, TV screens, and so forth. If I am wrong, please tell me. What I would like to know is ...
1
vote
1answer
918 views

Why do 3d model drawn to a RenderTarget appear distorted compared to those drawn directly?

I've got a problem drawing a 3D model to a RenderTarget2D in XNA 4. When the model is drawn to a render target, and then the render target is later drawn to the screen it appears distorted. (See right ...
0
votes
2answers
584 views

Optimize a render call to draw out several semi-transparent sprites

I'm writing a 2D side-scrolling style game in C++ and openGL. In this game I have several cloud sprites which are rendered across the top of the screen. They rotate and scale and such so they're not ...
0
votes
1answer
179 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
985 views

GPU particle system using vertex texture fetch in Direct3D9

I've been reading up on particle systems amongst other stuff and one interesting approach uses rendertargets to store a particle's position, velocity, lifetime, etc. A pretty neat summary is given ...
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

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 ...
1
vote
3answers
1k views

Component-based Rendering

I have component Renderer, that Draws Texture2D (or sprite) Then I have method OnUpdate, and there should be my rendering code, something like spriteBatch.Draw(Texture, Vector2.Zero, Color.White) ...
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vote
2answers
175 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 ...
3
votes
2answers
489 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
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 ...
2
votes
1answer
426 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, ...
0
votes
1answer
907 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 ...
4
votes
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 ...
1
vote
1answer
533 views

Abstracting entity caching in XNA

I am in a situation where I am writing a framework in XNA and there will be quite a lot of static (ish) content which wont render that often. Now I am trying to take the same sort of approach I would ...
4
votes
1answer
678 views

isometric buildings

after switching to a third person view I was intrigued to make my new project isometric. Since I haven't really started yet this isn't much of a problem. Work so far was merely testing movement and ...
10
votes
3answers
431 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
752 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
2k 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 ...
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 ...
1
vote
1answer
294 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
515 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
714 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, ...
2
votes
1answer
394 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 ...
1
vote
3answers
372 views

What name (if any) applies to this particular 3D rendering technique?

Is there a name for this technique where when instead of rendering certain polygons, you just calculate a few key points and do the drawings in 2d? For instance, instead of rendering a sphere, you ...
2
votes
1answer
914 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
1answer
414 views

Where can I find a BRDF reference implementation?

Does anyone have a link to a sample implementation of how to create/handle 4D BRDFs? I found a few interesting papers and websites, Szymon's (student, Princeton) BRDF survey, 1997 SIGGRAPH survey ...
8
votes
2answers
2k 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?
-2
votes
2answers
1k 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
845 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 ...
-2
votes
2answers
690 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 ...
9
votes
1answer
7k 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 ...
15
votes
3answers
2k 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
856 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
826 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
858 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.