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

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2answers
56 views

How can I render extremely large models?

I'm trying to build a game in Unity similar to the game Kerbal Space Program where there are large celestial bodies that the player can orbit. I'm running into a few problems though. My first issue is ...
0
votes
1answer
113 views

Creating a separate renderer for entities in a 2D game

I'm making a 2D shooter game. As of now, every entity "draws itself", meaning every renderable entity has a draw function. I know it is better if rendering is handled separately, but how can I achieve ...
0
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0answers
27 views

Very slow motion smooth rendering - cocos2d-x

I have a a white circle that I move on a black background very slowly. When I look very carefully, I see that the while moving the edge of the circle is jittering. In my opinion it is because the next ...
0
votes
1answer
118 views

android game development: why is my screen black?

so, im strarting an android game from scratch, and every time I try i stumble uppon the same problem, my screen is not displaying what i want it to. I've read various tutorials but they are either ...
3
votes
1answer
137 views

How to use a mask texture with Kobold2D

I am an iOS developer but I'm new to cocos2d. I'm working on new game, I use Kobold2D, have cocos2d installed too, and I want to make this effect: I know how is done with Flash, but can't make it ...
1
vote
1answer
498 views

LWJGL SlickUtil Texture Binding

I am making a 3D game using LWJGL and I have a texture class with static variables so that I only need to load textures once, even if I need to use them more than once. I am using Slick Util for this. ...
1
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2answers
275 views

How do I efficiently determine what objects are visible to a camera?

I want to call the rendering methods of only the game objects that are visible. How can I efficiently determine which objects or tiles are within the camera's rendered region?
4
votes
2answers
111 views

How many LoD versions of a model should I have? [closed]

Many games facilitate better performance by increasing/decreasing the number of triangles/polygons that are drawn, depending on how close the camera is to said object. Mountains, viewed from far away, ...
1
vote
1answer
233 views

Switching renderer off/on for an object in unity using C#

I have a GameObject called 'Stone' that is rendered on Game Play. I have attached a C# script called RenderOff to to make 'Stone' invisible on Game Play. RenderOff.cs using UnityEngine; using ...
0
votes
3answers
51 views

Why should i set glClearColor and setProjectionMatrix in render method many time in LibGDX?

import com.badlogic.gdx.Game; import com.badlogic.gdx.graphics.OrthographicCamera; import com.badlogic.gdx.graphics.g2d.SpriteBatch; public class MyGame extends Game { public OrthographicCamera ...
1
vote
1answer
198 views

What is the correct multiplication order for a 2D matrix?

I'm currently trying to create a camera and entity/model matrix for my 2D game similar to that of Unity3D. I've already tried to find answers to this question on stackoverflow/gamedev but i couldn't ...
0
votes
0answers
39 views

Is there a trivial way to force SDL2 to render on resolution change or regain of focus after CTRL+ALT+DEL?

I'm building a game with SDL2 and C++11. One of the modes of the game is a map which is divided up in tiles/entities existing on those tiles (some are animated) in the context of a viewport on the ...
0
votes
1answer
447 views

In Monogame, why is multiple tile drawing slow when rendering in “windowed fullscreen”?

I have this drawing function (recommended as a solution here). It draws tiles on the whole window with no problem but my game slows down to ~30fps after maximizing it to "windowed fullscreen", which ...
2
votes
1answer
62 views

Render on texture with alpha 0 for the background colour

Sorry if the question is stupid but I am very new to opengl. I render on a target a scene with a couple of object on a background that is nothing more than the clear colour (which is ...
0
votes
1answer
28 views

Unity only rendering certian parts of 3d building model from certian angles

So I made a couple modular building sections in blender, modular in the sense that I can insert build a floor at a time. I transferred them into Unity and then I got a rendering error that I have ...
0
votes
1answer
340 views

How to render a vertex buffer in DirectX11 C++ (specifically with box2d's b2Draw)

I have all the DirectX11 devices etc setup and working with DirectXTK's SpriteBatch and currently attempting to implement a b2Draw class to draw my box2d physics worlds. I have little idea on how to ...
3
votes
1answer
199 views

Transparent diffuse fails to render from all viewing angles

I'm rendering this chunk as a Unity mesh and I have just one material (with alpha) which is applied over all the mesh. Everything in the chunk is automatically generated at runtime, so it's not ...
1
vote
2answers
187 views

Tiled Rendering - Projection matrix

I'm trying to figure out how to perform tiled rendering of my 3d scene (OpenGL). The motivation is to cut the scene up into several textures, combining them into a single image for saving at a very ...
3
votes
3answers
143 views

How do I get rid of this coloured border on my sprite?

I'm working on a 2D game in Unity. My triangle sprites display in-game with a line along one of the transparent sides: Larger view here. You might need to zoom somewhat. It's quite obvious on the ...
3
votes
1answer
54 views

OpenGL Framebuffer Object issue

I am struggling with implementing a proper Framebuffer Object . glCheckFramebufferStatus is returning me: GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT (36054). What am i missing? GLuint fbo, rboColor, ...
2
votes
1answer
53 views

How can I derive hierarchical draw ordering for entities in an entity system?

How do you implement hierarchical render order in an entity system? For example: two player entities each carry a gun entity. If you set the player entities to zindex = 0 and the gun entities to ...
0
votes
1answer
40 views

xna - Render background and multiple sprites to a single texture

I currently creating a game and I am trying to render my background and a sprite to a texture. Currently I have the background being rendered to a texture. But I am needing to render both my ...
0
votes
0answers
49 views

Modern OpenGL, rendering multiple obj objects not working

I am currently working on a 3D Game Engine that loads a level from an OBJ file and renders it with OpenGL. My problem is related to understanding how to render each object individually when i have ...
3
votes
1answer
144 views

How to render a pseudo-3D view like in the game Biosys (1999)? [closed]

Biosys is a PC game released in 1999, where navigation through its environments is done by clicking an "exit" on a scene, taking the player to a new scene. The player can't move in a scene, and ...
0
votes
2answers
49 views

Kerning between glyphs using SDL2_ttf

I'm loading a number of characters (using SDL2_ttf) into a texture atlas to improve performance. The glyphs can be separately rendered correctly, however, how can you find the kerning distance ...
0
votes
0answers
17 views

texture2D wont render in webplayer Unity

I have an app that is pulling from a webcam and receiving from one on another computer. It takes the frames and does facial detection on them and draws a rectangle around it. This simple app works ...
1
vote
0answers
50 views

Efficiently rendering tiled map on OS X

I'm writing an original (top-down) SimCity clone in Swift and attempting to use SpriteKit as the basis for the game. However, I am running into performance issues when rendering and animating the tile ...
1
vote
2answers
188 views

Does PBR mean only one, right technique to view 3D scenes?

For example if I call Unity 5 render pipeline a PBR (Physically-Based Rendering) and Unreal Engine 4 render pipeline as well PBR, does it mean that the same model with the same PB textures will be ...
0
votes
1answer
63 views

Imported Blender modular mesh lighting/shadows issue - Unity

Hi I've very recently started using Unity and am creating a game level. I've created my environment in blender and am currently using a modular design as I'd like to include destructible environments. ...
-2
votes
1answer
51 views

What's the difference between Rendering pipeline and compute shader?

What's the difference between rendering pipeline - https://msdn.microsoft.com/en-us/library/windows/desktop/ff476882.aspx and compute shader - ...
55
votes
9answers
16k views

Why are gaming graphics not as beautiful as animated movies?

I remember watching the Tomb Raider pre-rendered trailer, and wished those graphics could be in the game itself. Why there is such a big difference between the trailer and the actual game? I ...
0
votes
0answers
45 views

Why are my OpenGL textures warped?

I am writing a graphical program using OpenGL for rendering, Assimp for mesh loading and SDL for window etc, but also image loading. As can be seen in the image, the white outlines at the left of ...
0
votes
0answers
43 views

What is the best text rendering technique?

I just need a high performance way to draw text on the screen, in 2D or 3D. Currently I generate a mesh consisting of a bunch of quads with uvs corresponding to a 16x16 font sheet. Then I draw the ...
-3
votes
1answer
72 views

What's the difference between rendering and shaders?

What is rendering? What are shaders like vertex ,tessellation shaders etc? I am confused what's the difference between rendering and shaders? and how rendering is performed using shaders? Can we ...
-1
votes
2answers
43 views

What are 'ambient' lighting/illumination/occlusion? [duplicate]

What's the difference between ambient lighting,ambient illumination and ambient occlusion ? What are they? What's the difference between them?
1
vote
2answers
117 views

Is the rendering of distorted point clouds more complex?

I have two point clouds of n points: A dense ball-shape point cloud with many points inside A spherical point cloud with points on its surface. Is there (really) any difference between rendering ...
1
vote
1answer
104 views

FBO and VBO for performance

I discovered VBO's recently and changed my code to use them instead of immediate mode. Now I'm rendering 25000 squares and it's really slowing down my FPS. If I drew all the squares VBO's to an FBO, ...
1
vote
2answers
542 views

What are 'physically-based' lighting/rendering/materials?

What's the difference between physically based lighting, physically based rendering and physically based materials? How they are different from deferred and forward rendering? And physically based ...
0
votes
1answer
26 views

How to render specific FBO Texture attachment (assume attachment1) with 2 attached

Create FBO & its textures like normal. // FBO & Texture glGenFramebuffers(1, &mFbo); glBindFramebuffer(GL_FRAMEBUFFER, mFbo); glGenTextures(2, mTexture); for(int i=0; i<2; i++) { ...
1
vote
3answers
85 views

Rendering many similar objects [closed]

I am writing an city builder. The graphics should look pretty simple, there are no fancy models or textures. Something like Synekism. Thus I have only simple models for buildings and splines for ...
0
votes
0answers
67 views

How do I rotate a skybox?

I am trying to find the way to rotate my skyBox. I have a vehicle at a static position (0,0,0) and I can rotate that, but it seems that rotating the skybox is a different operation. First I load the ...
1
vote
0answers
81 views

How to project a foam trail on dynamically changing mesh

I am trying to create water, and right now I got it through dynamically generating waves on a mesh. But now I want to make my boat manipulate these waves, and cause a Kelvin Wake on top of this. ...
0
votes
0answers
28 views

What map projection is needed to transform a shapefile into a 3D earth?

I'm looking for a way to create a 3D earth in Flash, something like the wonderful SolarSystemScope, only in my map the countries should be clickable and whatnot. To get started I've got map data from ...
0
votes
1answer
153 views

Capping framerate independently of logic updates in single-threaded Android Gameloop

My game is currently using the below game loop (this is an OpenGL ES 2.0 game, therefore the loop-work takes place on the rendering thread in the provided onDrawFrame method). Currently my loop ...
1
vote
1answer
366 views

Problem with update/render in game loop (scrolling view, render interpolation)

I use SFML 2.2 and program a 2d prototype game (2d mario style where the camera follows the player). I am experiencing the buggy imagery during rendering, for example a chunk of vertex array blocks ...
0
votes
2answers
97 views

Voxel Engine in XNA - Block as Class Renders, Block as Struct Doesn't

Edit: I almost forgot to mention - when I place NEW blocks they render, but nothing triggers the originals to render (I have a button assigned to recalculate/redraw for every block surrounding (and ...
9
votes
2answers
2k views

How to make natural looking voxel

I'm developing a voxel game, but I think I use the wrong technique. I currently use flat tiles, to make blocks, and I think theres a better and more efficient way. I have seen a voxel game, which ...
0
votes
1answer
61 views

Sprites and Box2d

I'm starting to see how box2d works now, except I dont know how to scale the screen to diffrent screen sizes and how i can convert Sprite sizes to box2d units. I know box2d uses meters and such, but ...
0
votes
3answers
145 views

How to render grid properly, especially over distance?

I'm drawing a grid, pretty much like one can see in the Unity editor itself or any 3D-editor, many 3D-related applications and some games. But it doesn't look pretty in my case. I put a few random ...
3
votes
0answers
367 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 ...