The process of generating an image or series of images from a model by means of computer programming.
0
votes
1answer
32 views
Divide single SVG into separate files
I have an SVG file contatining deck of cards, each of them in g-container:
<g id="kingspades">...
How do I render individual cards or separate big SVG files into pieces?
-1
votes
1answer
32 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
57 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 ...
-4
votes
0answers
65 views
How many commercial games use software rendering? [closed]
It seems many games today use graphics accelerating (e.g. OpenGL) but how many still use software rendering? I mean commercial game wise, how many?
0
votes
1answer
42 views
Drawing the same scene with perspective then orthographic projections
I have a scene that I'm rendering first with a perspective matrix. I then want to rerender it in a different viewport using an orthographic matrix for a top-down 2D view of the scene. I think I may be ...
0
votes
1answer
54 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 ...
0
votes
0answers
45 views
Skeletal Animation in DirectX
A few weeks back I asked the following question: Are there alternatives to Vertex Tweening?
I was pointed towards Skeletal Animation, or more specifically: Hardware Skinning. While I found quite some ...
1
vote
3answers
288 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
votes
1answer
467 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 ...
0
votes
0answers
27 views
XNA 4.0 DepthStencil Buffer problem [closed]
I am trying to manage deferred rendering in my project. Esspecialy the skybox and clouds which has to be rendered behind everything and for sure the skybox+clouds will not be passed by deffered ...
2
votes
2answers
583 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
446 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 = ...
0
votes
1answer
132 views
Displaying sprites in a 2.5D raycasting engine
I'm developing a raycasting engine like the one used in DOOM, Wolfenstein 3D, etc.
My engine is capable of correctly displaying walls and textures on walls, but I'm stuck at sprites rendering.
Given ...
-3
votes
2answers
402 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).
...
4
votes
1answer
270 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?
...
9
votes
1answer
305 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 ...
0
votes
0answers
71 views
Android OpenGL ES 2.0 gameloop problems
I implemented a gameloop found here: http://www.koonsolo.com/news/dewitters-gameloop/ into my OpenGL ES 2.0 Android game. The tutorial was written with the canvas API in mind, not OpenGL so I made a ...
2
votes
2answers
114 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 ...
-3
votes
0answers
66 views
C# Rendering Loop [closed]
I kind of need help understanding how rendering graphics works in C#. I have a java background and I've made a basic game engine with custom rendering that I use for all of my projects. After trying ...
0
votes
1answer
64 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
64 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
32 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
128 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
87 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 ...
0
votes
2answers
520 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 ...
2
votes
1answer
127 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 ...
-3
votes
0answers
38 views
Using Multiplayer and Rendering on a single thread [closed]
I have a rendering thread which does all my rendering of the game, is it possible to connect to a server at the same time on the same thread as the render? Would it overload, would it slow it down? Or ...
-1
votes
0answers
61 views
LWJGL - Switching from 3D to 2D to render text with NO external librarys [closed]
I want to render 2D quads on my screen by switching to a 2D scene then switching back to 3D.
I dont want to use any external librarys besides LWJGL.
This is what I got so far:
private static void ...
0
votes
3answers
103 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 ...
0
votes
0answers
173 views
Optimal OpenGL 2D Sprite Batching (Best Practice)
I am working on simple 2D engine using OpenGL (3.3+) for rendering and was wondering what the optimal method of sprite batching would be. I plan to put all sprites into one (or fewer) texture atlases. ...
1
vote
2answers
118 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
89 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?
2
votes
2answers
3k 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 ...
4
votes
1answer
149 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 ...
0
votes
0answers
129 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 ...
0
votes
0answers
31 views
Interpolation of surface normals on the face of a triangle and Goroud shading
My question is detailed at this link.
I linked it instead of copy paste because here I can't seem to get the fancy math symbols to show properly here.
Thoughts?
2
votes
1answer
120 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 ...
2
votes
1answer
126 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
49 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 ...
1
vote
1answer
288 views
How to render a tilemap efficiently? [duplicate]
I'm using this code to load a tiled map, composed of 1000x1000 32x32px tiles:
map = new TmxMapLoader().load("levels/xyz.tmx");
camera = new OrthographicCamera();
camera.setToOrtho(false, ...
2
votes
1answer
197 views
Synchronizing input, update and rendering threads
How do you synchronise the input-handling, state-updating and rendering threads?
If a sprite position is modified due to input, the wrong position of the sprite might be drawn to the screen if the ...
-1
votes
2answers
403 views
Problem rendering cube using DirectX 11
I'm toying with DirectX 11 and am trying to render a simple cube, but I can't seem to get anything to show (except the clear color, which is a good sign I suppose...)
Everything seems to be working, ...
0
votes
2answers
895 views
Libgdx Animation Timing
I'm having a small issue with libgdx animation.
I'm using getKeyFrame() to get the current frame of the animation and I'm updating the state time by adding on deltaTime in my update function for the ...
2
votes
1answer
530 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 ...
2
votes
3answers
290 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 ...
2
votes
1answer
165 views
Sketchup model renders wrong in XNA
My XNA model renders wrong.
It should render like that:
But it renders like that:
The background doesn't matter. It's just the model that renders wrong.
Here is the drawing code:
protected ...
4
votes
1answer
189 views
Applying an outline effect to primitives
I am trying to draw an outline on a collection of quads in Direct3D. I have three intersecting quads on the same plane in the following configuration:
(The different colors here are just to ...
3
votes
1answer
206 views
Where should I put my mob rendering code?
I'm making a simple LWJGL game. However, I'm a bit confused about rendering. So I have a Mob class and a TriangleMob is a basic enemy.
package daniel.entity.Mob;
public class TriangleMob {
...
2
votes
1answer
155 views
Not repeating background in platformer [closed]
I need to make not repeating background for platformer. I can't find any description of implementation and I developed algorithm but I'm not sure that it's right.
I can't load one big texture per ...
12
votes
2answers
507 views
Best technique to create oldschool (fake 3D) racing game?
What would be a good approach to develop the render system for an oldschool type racing game that uses a pseudo 3D scenery, like for example Outrun or Lotus Esprit Turbo Challenge? There's an endless ...


