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

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0answers
10 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 ...
1
vote
2answers
105 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 ...
0
votes
1answer
46 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 ...
0
votes
1answer
142 views
+100

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
1answer
32 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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2answers
77 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 ...
0
votes
1answer
85 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 ...
0
votes
1answer
81 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
130 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
0answers
41 views

Scene Graph - Single or multiple? [closed]

In general do you use a single Scene Graphs with ALL objects attached to that node, or do you use multiple scene graphs (i.e a scene graph for each level or area)? Thanks
8
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
41 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
84 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 ...
1
vote
1answer
405 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. ...
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 ...
1
vote
1answer
269 views

How do I use tiles and sprites together in an isometric scene?

I'm trying to write a 2D isometric scene. Rendering order is complex, since both tilemaps and sprites are different concepts. Rendering one of the 2 before the other will draw the scene incorrectly. ...
4
votes
1answer
402 views

Drawing entities in an isometric engine

I am having some problems drawing my entities in an isometric map. Tiles are drawn using Painter's algorithm to do the z-sorting which works great for the tiles alone. Entities are parented to a ...
1
vote
2answers
152 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?
0
votes
2answers
243 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?
1
vote
1answer
135 views

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 ...
1
vote
1answer
61 views

Shader - Realtime texture masking

The first thing that comes in mind is masking using RGBA values. With this you can obtain this kind of textures and this kind of results. But with this, you can only store up to 4 masks inside a ...
-2
votes
0answers
84 views

Physically Based bloom effect?

Currently my implementation of HDR rendering using bright pass Bright pass store overall luminance of pixels are overcome some threshold Bright pass buffer are half-sized from rendering image. Next ...
0
votes
2answers
86 views

Do I really need a render() method in the game loop if the view subscribes to the models?

For a game that I'm working on, we've followed the MVC paradigm. However, in classic MVC, the view subscribes to the model and when the model updates it informs the view. We've implemented this as an ...
0
votes
2answers
71 views

Rendering objects with either normal maps, either specular maps, or with both, or with neither?

My hobby engine has a deferred renderer that supports normal maps and specular maps. Now, some objects may have normal maps, and some may have specular maps. In some cases, an object has both maps, ...
0
votes
0answers
36 views

GameObject is only rendered when it has a negative z scale

I have an orthographic camera that looks like this: I create 2d polygonal meshes that have uniform z values in their vertices. I use Camera.ViewportToWorldPoint() to map these viewpoint vertices to ...
0
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0answers
20 views

Rendering a trail after an object as it moves [duplicate]

I'm struggling with implementing a "trail" effect after a vehicle - a rocket for example. I would like to have some control over it (erase a part of the path or possibly detect it's collision with the ...
0
votes
1answer
150 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 ...
6
votes
2answers
145 views

Decoupling assets, instances and the rendering module [closed]

I am trying to redesign a home-grown hobby engine. It became apparent that it was far too tightly coupled and so I'm trying to redesign it in a more modular way. Unfortunately, I'm baffled by the ...
1
vote
1answer
38 views

Drop in quality of rendering of texture [closed]

Platform: Android OpenGL ES 2.0 I'm drawing a texture on to a square using OpenGL ES2.0. The texture scrolls infinitely in vertical direction. The rendering quality drops very rapidly after a few ...
0
votes
1answer
46 views

Event handling for Pressing only 4 keys on desktop

I want to poll only 4 keys i.e. Keys.LEFT, Keys.RIGHT, Keys.Up and Keys.Down in libGDX strictly. That means, I want to call render method, only when above 4 keys are pressed. I followed below link ...
0
votes
1answer
46 views

Rotating and scaling textures built up of pixel arrays in java?

I'm making my first real game, in Java, and I'm currently working on the base system, for rendering images (sprites) and I wonder how I can rotate sprites. My sprite class looks like this: ...
1
vote
1answer
79 views

How to improve Batch Rendering to work with 3D skeletal animation data

I've implemented a batch rendering technique that is described in detail here: http://www.gamedev.net/page/resources/_/technical/opengl/opengl-batch-rendering-r3900 I'd like to extend it now to ...
1
vote
2answers
121 views

Boost per-pixel rendering

I'm writing my own renderer in pure java without any external libraries. I'm using per-pixel rendering. I'm rendering an image with this method: public void renderImage(int x, int y, RawImage image) ...
3
votes
1answer
110 views

Why is my DX9 render target restricted to 512×512?

When I use a render target higher in resolution than 512×512, I receive an image with black borders, depending on how big this texture was. Why is this? How can I fix it? Here's how I create the ...
1
vote
1answer
230 views

How can I draw a specific GameObject into a texture in Unity?

I need to draw only a few specific objects into a texture (with their material) and then use that RenderTexture as a texture for an another object. I think Graphics.DrawMesh() and ...
2
votes
1answer
89 views

Transparency behaviour on PowerVR

I'm doing some graphics optimizing tests, especially on PowerVR transparency. Now I made a scene where there are two groups of simple objects. One group has the shape in geometry using diffuse shader ...
1
vote
0answers
40 views

How is the Unreal rendering pipeline implimented? [closed]

I know this seems like a very broad question, but i am just interested in getting to know how the Unreal engine's rendering pipeline looks like, specially how it handles meterials, different types of ...
0
votes
1answer
70 views

Transparency on pixel level?

I'm using java and I do pixel-by-pixel rendering (a pixel array from an ARGB BufferedImage). So a color is 0xAARRGGBB. Now how can I render a transparent color? I guess that I should manipulate the ...
8
votes
1answer
281 views

Implementing a Graph-Based Material System?

I'm trying to wrap my head around how material systems like this, this are implemented. These powerful and user-friendly, graph-like systems seem to be relatively common as a method of allowing ...
0
votes
1answer
118 views

View frustrum culling

I have a model structured like this: 1. Root model 1.1.Child model 1 1.2 Child model 2 1.3 Child model 3 1.4 ..... The model in question is the "sponza" model used in many ...
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 ...
3
votes
2answers
574 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. ...
8
votes
3answers
868 views

Why should I separate objects from rendering?

Disclamer: I know what an entity system pattern is and I'm not using it. I've read a lot about separating object and rendering. About the fact that the game logic should be independent from the ...
1
vote
1answer
100 views

For Vertex Buffer Steaming, Multiple glBufferSubData VS Orphaning?

I was learning OpenGL recently. In games, we need to update the position of game objects frequently, and they will come in & out of screen constantly. So it means in rendering we need to update ...
0
votes
1answer
41 views

Normal Mapped Models Render with render target background color acting as transparency and lighting Problem [closed]

SOLVED. See my comment below. Originally I noticed some sort of transparency when rendering in Direct3D 11. I noticed it was worse once I changed my background color to something other than black. ...
0
votes
0answers
53 views

Flickering Textures

I have downloaded an FBX and its textures and imported them into my project. The problem I have is that the textures are flickering very much in my current scene whenever I move the mouse. I have ...
0
votes
0answers
40 views

Jmonkey Translucent Render Bucket fails to model object last

So I have a weapon model that moves wherever the camera moves and the rotation of the weapon is the same as the rotation of the camera. Additionally I added the weapon to the Translucency Queue Bucket ...
0
votes
1answer
99 views

OpenGL not rendering full scene, it is a mystery [closed]

I am trying to draw a scene in the sort of style of mock vector graphics. I've helped on a 2D game before with GLSL, but I tried to keep a simple approach to this project since I'm working by myself, ...
20
votes
5answers
4k views

Should actors in a game be responsible for drawing themselves?

I am very new to game development, but not to programming. I am (again) playing around with a Pong type game using JavaScript's canvas element. I have created a Paddle object which has the following ...
0
votes
1answer
112 views

Rendering a Voxelized Mesh [closed]

I've been reading many papers about how to voxelize meshes using different GPU techniques, but I've ran into a problem that I'm not sure how to solve properly. I understand the process of how to ...