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

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0answers
9 views

How to create a texture2d from an array of pixels in DirectX11

I currently have a ray-casting camera that holds an array of pixel colors (XMFLOAT4 color) that is 1024x768. I am trying to create a Texture2D in DirectX11 that is also 1024x768 and simply copy over ...
1
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1answer
55 views

Does Specular Power affect the Brightness?

I read the book Real-Time Rendering, 2nd Edition. Somewhere in there it say: But I did the experiment and concluded that the mshi doesn't seem to affect to the brightness (it causes the area just ...
1
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0answers
22 views

Unable to draw tabular view for images in libgdx

I am trying to draw a table of images using images from my asset folder. However I always get a blank black screen.If I replace the images with textbuttons, then I am able to draw the buttons in ...
1
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1answer
50 views

Image-Space coherence of the z-buffer algorithm

I'm reading Hierarchical z-Buffer Visibility by Ned Greene et al. and they state that traditional Z buffering makes reasonably good use of image-space coherence in the course of scan conversion. ...
1
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0answers
24 views

Renderable object abstraction

In my engine I have 2 types of 2D renderables: sprites and groups (and maybe primitives later). Sprites are just textured quads and groups are multiple renderables grouped in a single object. I have ...
1
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1answer
102 views

How to Load and Apply a Cube Map with DDS Texture Loader?

So I have been spending a lot of time recently implementing a working skybox/skysphere, and have almost completed it. The last thing that I need to do is to load my given texture, a skybox texture ...
1
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1answer
38 views

How to “port” Java2D code to LWJGL

I've been following some game tutorials on youtube and developed a custom engine using Java (Graphics2D, BufferStrategy and such). I have a class "Surface", which represents any 2D object (image, ...
5
votes
1answer
440 views

OpenGL Fast-Object Instancing Error

I have some code that loops through a set of objects and renders instances of those objects. The list of objects that needs to be rendered is stored as a std::map>, where an object of class ...
0
votes
0answers
68 views

What is the most efficient way to render in OpenGL [closed]

Currently, I have just started making a 3D game engine in OpenGL. before I start doing anything else, I want to have a powerful renderer. Currently i have: ~ A VAO/VBO/IBO System ~ Vertex and ...
0
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1answer
167 views

Unity draw part of sprite sheet

Im working in Unity and im finding the animator isnt working for what im trying to do in my 2d game. What I want to do is build a specific animation using sprite sheets, then be able to reuses that ...
1
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1answer
46 views

Use Stage's draw() method to invoke Actor's draw method in Libgdx

Question : In the following snippet, I wish to draw different shapes such as rectangles, circles, triangles etc. I will be creating different class files for each of such objects, as I did for ...
0
votes
1answer
474 views

Why is my screen black?

I'm developing an android game, and my screen is not displaying what I want it to. I've read various tutorials but they are either outdated or hard to follow. I have followed this tutorial and most of ...
3
votes
1answer
61 views

OpenglGL Render two scenes with one draw call

I need to draw a normal-vector scene and default scene. I could achieve this my having two programs with different fragment shader to produce the following images. It will require me to draw ...
4
votes
1answer
154 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 ...
0
votes
1answer
69 views

Problem with transparent textures in SFML

I have been told that this is kind of a common problem with transparent textures, but didn't get any further information on how to solve it. In my code, I'm trying to render this texture (a square ...
-1
votes
1answer
47 views

How can I handling rendering of entities with an entity/component system?

I'm implementing an entity system in a game engine which is based on the Artemis framework. My question is, how can I wrap an existing rendering engine (like Ogre or Irrlicht) under this framework? ...
1
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0answers
12 views

Setting useImmersiveMode to true makes a moving sprite blink in a LibGDX game

I'm developing a simple game where i have gravity and a body which jumps when i touch the screen and a sprite displaying in its position. All is good until i set useImmersiveMode to true on ...
0
votes
1answer
21 views

Libgdx change the image inside table dynamically

I am trying to draw a HUD that shows the score and time and image like loading but I want to update and change the image when the score get higher but I tried to do that but it is not working. I ...
0
votes
1answer
24 views

How to draw and give functions to multiple things at once?

I'm using plain JavaScript and I've bee coding a hardcore platformer game. I want there to be multiple enemies at once and before I write up the code I have a question. How do i approach that? Do I ...
2
votes
2answers
820 views

LibGDX - Rendering things in different classes

thanks for your time! I'm really new to LibGDX (and Java itself). Which approach should I use to render my different game parts? I want to show a background, the main character, a bunch of enemies ...
-1
votes
1answer
187 views

Java - LWJGL OBJ Loader with Materials not rendering

So I successfully loading my obj file but I obviously want to get materials on it. I added the vt(texture) to the OBJLoader and the Model.render but still rendering textureless. I have exported the ...
0
votes
0answers
38 views

How do I make an object not appear grey regardless of distance?

My moon texture is on a plane 500m away and I would like to know if there is a way to keep displaying the texture: As opposed to it turning grey as pictured here: regardless of the distance it is ...
1
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1answer
27 views

My displayed Tiled map is rendered with different tile indexes than in the editor in Slick2D. Why?

The first picture is what I have in the editor and the second one is what I got when I rendered my map. @Override public void init(GameContainer container) throws SlickException { this.container =...
1
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1answer
29 views

World Space canvas rendering in front of line mesh

I'm attempting to attach a pointer to my steamvr controller to simplify world interactions. I'm very new to unity, but found a nice volumetric line asset (VolumetricLines) that aesthetically is ...
0
votes
1answer
86 views

Zoom at a specific point using Orthographic camera

Currently I can perform Zoom which seems to be working fine but essentially what I'm really trying to do is zoom on a position offset from center as currently when I zoom then zoom is performed at the ...
1
vote
0answers
14 views

OpenGL ES 2.0 not drawing images with shadows

I'm using OpenGL ES 2 to program a simple game 2D for Android mobile phones. I'm coding the rendering portion of the software, using the GLES20 default library. All my sprites are rendered from a ...
1
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1answer
73 views

Multitexturing depending on given variables?

Im having trouble with rendering multiple textures. Using XNA gamestudio: working with 3D meshes and texturing. Effect.fx HLSL I do have a map/level that loads from a heightmap. - This works I have ...
0
votes
1answer
27 views

DirectX 12: Problem with render target

I've got a problem with DirectX 12 I cannot figure out by myself. I wrote a small program that should render a triangle onto the screen. When I executed the application, however, there was no triangle ...
2
votes
1answer
125 views

Drawing Farseer Fixtures

Is there any way how to draw a Polygon / Fixture from Farseer Physics with XNA? As I deform these polygons at runtime I can't take any texture from my Content folder, the texture must be generated at ...
6
votes
1answer
221 views

SVG—rendering performance

I have created a jump'n'run browser-game based on SVG. The »World« grew large (~80px * ~20000px, before scaled to viewport height) and rendering went slow. In consequence I included a range searching ...
1
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0answers
20 views

Is there a more useful “inverse” alternative to portal rendering than antiportal rendering?

I'm in the process of sketching out the design of a 3D rendering engine as I'm learning my way around the subject. (Preemptively: yes, I have my reasons for rolling one from scratch, not least the ...
4
votes
1answer
497 views

Drawing fonts with LWJGL3 with OpenGL

I'm very sorry if this question has already been answered, but since I've been struggling with this for many days I thought I'd give it a shot here. My goal is to somehow render some text on the ...
1
vote
1answer
23 views

Generating a Sprite to cover given area

I have an area say a x b of cells. actually I render every single cell in this matrix with a tile representing floor, wall, etc. What I'm trying to achieve it to replace this tiling system with a ...
3
votes
3answers
1k views

Visitor-pattern vs inheritance for rendering

I have a game engine that currently uses inheritance to provide a generic interface to do rendering: class renderable { public: void render(); }; Each class calls the gl_* functions itself, ...
8
votes
2answers
7k 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 < ...
3
votes
1answer
90 views

Texture atlas vs. array-texture: how differently are they handled by CPU and GPU and how that impacts performance?

Unity 5.4 (currently in beta), will bring a much awaited feature (since 2013) that is array-textures - in the same vain as OpenGL's ArrayTexture. However, after doing some reading about arrays-...
5
votes
1answer
841 views

Unity: Apply an Image Effect on one layer only

Please consider this simple scene. It’s composed of 3 different game objects. 1 background image + 1 static character image + 1 small part (with the pet) that is changed at runtime to perform an ...
0
votes
1answer
50 views

Slick & LWJGL Flickering Problem

I have an flickering problem with rendering tiles. Rendering Method. int tileSize = TileManager.tileSize; for(int y = 0 ; y < mapHeight ; y++){ for(int x = 0 ; x < mapWidth ; x+...
0
votes
0answers
33 views

How to solve these issues with gun customization mod for Minecraft?

I' m currently making a plugin for gun customization for minecraft 1.7.10 but I have rendering issues. All the textures match requirements. Sights are 1024x256 and the rest is 16x16 I think it's the ...
1
vote
0answers
77 views

How to draw 2D pixel data with OpenGL

I am fairly new to OpenGL. I have a 2D game in SDL2 that uses currently works by creating a SDL_Surface from the pixel data, copying it into a SDL_Texture, and rendering it to the screen with ...
2
votes
0answers
38 views

Moving Draw functions out of GameObjects

This is basically the issue as in Tactics for moving the render logic out of the GameObject class with the topic already discussed here and here However I'm not really satisfied with the given answers....
1
vote
0answers
34 views

How to draw things on top of objects drawn in OnRenderObject()?

I am using Unity, here is the method in question. So I know this method draws objects after the camera is done rendering the scene. I have not come across a way in Unity to draw these objects in a ...
2
votes
0answers
39 views

Pre-existing voxel tools/libraries for Java [closed]

I want to do some development using voxel data as well as rendering it. My interest is more in the project its self, rather then things like working out rendering optimization techniques and working ...
1
vote
1answer
42 views

Unity 5 - Mouse Disappears during runtime

My mouse cursor disappears during runtime. When I click esc, it appears and the moment I click on something, it disappears again. This is what I have done so far to fix this. I have added this to a ...
3
votes
1answer
121 views

Transparency sorting in 3D world with different render types

I am rendering a world, object, and models from an older game format. The world is presented in a BSP tree so I can quickly iterate through. The opaque surfaces are rendered front to back. Then ...
5
votes
0answers
54 views

Learning how to make imposters manually in Unity - how to render an object to a texture not what camera sees?

I am trying to learn the most performant way to make an imposter in Unity manually - not using pre-fabricated solutions. My first guess is that it should be achieved by using RenderTexture and a ...
1
vote
2answers
57 views

Reducing draw calls in a y-sorted orthogonal world

This is a hypothetical question, as I haven't yet come across the problem of making too many draw calls, but for my game I am aware that this could become a potential problem. The style of my game is ...
1
vote
0answers
59 views

WebGL Primitive Batching unexpected performance

I'm kinda new to WebGL in general, I've started to make some batching experiences on primitives (just drying a bunch of rectangles by using a combination of two triangles repeatedly). I've started by ...
0
votes
0answers
28 views

Faster ways of rendering to a texture what is viewed by a camera in a given specific moment (Unity)

What I want to achieve is to render to a texture what is viewed by a camera in a given specific time or frame, and then stop rendering to the texture, delete the camera and stay with that texture for ...
1
vote
0answers
57 views

World texturing techniques in FPS game

Texturing for small objects (pickups and enimies) can easily be done UV-unwrapping the model, and use a texture of reasonable size to make the model look good. But how can texturing be done for the ...