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

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0answers
22 views

Problem with Pixels In The Game

So, in the game that I am developing, there is an issue with the pixels for the different objects. This is a problem as it makes the game a little awkward. Essentially, the pixels for a house in the ...
4
votes
1answer
70 views

In Game Maker, how do I make invisible platforms the player can walk on, and reveal with an item?

I'm using Game Maker and looking for help with these: I'd like to have invisible platforms and walkways for the player to move on. I want the platform to be slightly visible in this option so the ...
0
votes
1answer
49 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
1answer
25 views

HTML Canvas Makes Everything Bolder On Right Side

For some strange and sudden reason, my canvas seems to make lines thicker and darker on the right ~1/4-ish. I have tried multiple browsers and different computers and they all have the same rendering ...
2
votes
2answers
443 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 ...
0
votes
2answers
57 views

Unity sprites rendering problems on Android

I'm creating a simple 2d game for android, with normal sprites and animations. The problem is that when I open the game on my smartphone (Samsung galaxy trend plus), The sprites are rendered this way: ...
1
vote
1answer
155 views

LibGDX drawing portion of tmx map

I am trying to make a tile based game in LibGDX and I have run into some problem. In earlier versions of LibGDX you were able to draw a certain section of a .tmx map instead of a whole and even a ...
0
votes
1answer
33 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
vote
1answer
21 views

Using a smaller off-screen buffer for rendering

I am seeing this in most of the game codes I read and tutorial videos I watch. When using double buffering in rendering, they use a smaller sized off-screen buffer, then just scale it up when drawing ...
2
votes
1answer
90 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 ...
2
votes
1answer
72 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 ...
0
votes
1answer
66 views

In Unity, how do I make a mesh change its opacity during runtime?

I'm trying to make a isometric game. I want to make it so that when the player goes behind a wall, the wall's alpha goes down. How do I go about doing this? I have this code that I made, but I don't ...
5
votes
2answers
224 views

How to render water reflections on multiple heights

I'm making a voxel game on OpenGL, and are trying to find a way to render semi-realistic water (At least partially good looking, it doesn't need to be strictly scientific accurate). All sources ...
1
vote
1answer
44 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 ...
3
votes
1answer
345 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 ...
2
votes
1answer
145 views

equirectangular panorama rendering?

I want to render my scenes as equirectangular panorama frames. I can get the angular fisheye which is what I actually need by applying the rendered frame as a texture to a correctly UV mapped circle. ...
2
votes
1answer
739 views

LibGDX - Box2D: Realistic Light and Layers

I'm having some problems with my current game. Short description: It's a 2D game where you have to avoid the lights or you lose HP. My problem is the following one: Here is the rendering process: ...
3
votes
1answer
72 views

The better performance in occlusion culling, plane or quad?

In the above picture, when the left camera shows two small parts of the quad, all of that is rendered (it can be a very large quad). But in the right one only two small parts of it is rendered. ...
1
vote
1answer
29 views

how to render to texture in single mip-level? [D3D9]

I'm trying to implement Hi-Z Screen-Space Cone-Traced Reflections using Direct3D9. I already know how to render to specific mip-level texture using Direct3D11, but not using Direct3D9. Has anyone ...
26
votes
5answers
41k views

What is ambient occlusion?

I've heard about ambient occlusion and it looks nice, but what exactly is it?
0
votes
1answer
23 views

SVD vs Normal decomposition for BRDF compression

In the slides over here by NVidia, they describe methods for BRDF compression. They first create a BRDF matrix where each column(or row) corresponds to a single light direction (or outgoing view ...
0
votes
1answer
62 views

How does UV mapping work for the spaces between vertices?

In UV mapping each vertex has a UV coordinate, but wouldn't that just make 1 pixel for every vertex? How do you find out the texture coordinate for the spaces in between the vertices? Am I not ...
-1
votes
0answers
17 views

Rendering text using STL in LWJGL 3

I'm working on one project and I want to render text in the window. I'm using LWJGL 3 and I found that rendering text should be done using bindings to STL. However I found these examples: ...
0
votes
1answer
87 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 ...
4
votes
1answer
389 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
1answer
337 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 ...
4
votes
1answer
148 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 ...
2
votes
1answer
673 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. ...
2
votes
0answers
36 views

Problem with baked lights

I'm working on a 3D gallery experience and I'm having some difficulties regarding directional and point baked lights. When I build it for web with webgl, only global lights are rendered, but when my ...
0
votes
1answer
21 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 ; ...
0
votes
1answer
144 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 ...
0
votes
0answers
30 views

OpenGL program not rendering

I tried to create a program that would display a square, but then it didn't. Display.java import org.lwjgl.glfw.GLFWErrorCallback; import org.lwjgl.opengl.GL; import org.lwjgl.system.MemoryUtil; ...
4
votes
3answers
115 views

Painter algorithm vs. 3D rendering with Z-buffer when drawing 2D Sprites

I'm currently developing a tile base engine. I want it to look like your average old school tilebased RPG like Zelda - Link to the past (orthographic projection, squared tile texture, textures ...
1
vote
0answers
71 views

OpenGL Render Queue Design

I am currently designing the rendering system for a 2D game built in C++ and OpenGL, and am unsure about how to go about implementing a sorting procedure to maximise efficiency and minimize OpenGL ...
1
vote
1answer
100 views

OpenGL shaders messed up

So after a long attempt at DirectX I switched back to good old OpenGL. Now I'm running into this weird problem. My code involves shaders, of course, and drawing a basic cube. But I'm getting this ...
0
votes
1answer
59 views

How to map square texture to triangle?

I want to find the texture coordinates for point P. I have the vertices of the triangle and their corresponding uv coordinates. The numbers in the little squares in the texture represent color ...
3
votes
0answers
110 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
0answers
11 views

Disable buffer swapping in LibGDX

Is there a way to disable buffer swapping in LibGDX every time the "render" call of ApplicationListener returns? I mean - I'm looking on some way to be able to tell the framework if I want the buffers ...
2
votes
1answer
46 views

Java 2D Game Development - Best Performance With Rendering

I have seen two different rendering methods. One of them is rendering multiple bufferedImages like g.drawImage(image1 to imagexxx, x, y). Like in my game I have to render, on each tick, 880 buffered ...
2
votes
3answers
138 views

How do you get the best rendering performance in a 2D Java Game?

I have seen a lot of tutorials, and they develop games with 2 different ways: The first one is using a virtual image (BufferedImage) and filling it's pixels. And displaying virtual picture. private ...
5
votes
1answer
49 views

Problems with rendering in 3ds Max

I am working on a project in 3ds Max, but when I render the project it looks very weird. See this picture for an example: How can I fix this?
0
votes
0answers
17 views

Is it possible to Change the vertex format of a Model from line list to Triangle strip using DirectX

So I have a DirectX game library and using DirectX models in a game I am developing. All the models I am using have a Triangle Strip topology and thats fine as ID3DXMesh uses triangle strips for ...
1
vote
0answers
20 views

GL.Scissor not working as expected

I have some code for rendering a button in an application and I want to clip the text if it's wider than the button itself. Here a bit of code to describe what I'm doing: ...
0
votes
1answer
34 views

SFML RectangleShape won't render

I have a sf::RectangleShape in my code which is defined like this : sf::RectangleShape shape_1; And it's values are set like this : shape_1.setFillColor(sf::Color::White); ...
2
votes
1answer
29 views

Unreal Engine Player Quality

I had to force Unreal to use my integrated graphics card because VR wasn't working with my NVidia card. When I did this, the framerate dropped terribly and it popped up a dialogue "Frame rate's bad, ...
1
vote
0answers
61 views

My Game Renders Awful In Android Build

I'm working on a 3D Sniper game and have finished the project. When I test it on Windows (7). It's All Fine, not even a bug. But when I take the app into android (Bluestacks App Player), my buttons ...
3
votes
1answer
66 views

How to determine what color will be written into single pixel framebuffer?

I thinking about rendering into single pixel (1x1) framebuffer. For example we have two triangles which covers whole NDC area, one is green second red. What color will be written to 1x1 framebuffer? ...
-1
votes
1answer
47 views

Why not draw a custom font with lines and/or polygons?

Reasons/advantages I see: More flexible procedural animation. Completely custom font. Performance (no texturing or high-poly)? No assets (unless data-driven). Multi-resolution compared to sprite ...
4
votes
1answer
59 views

What is the fastest way of drawing simple, textured geomtries and keeping the depth test?

I'm looking for a fast way to draw simple 3D geometries - that will consist of up to 10 vertices. Each of them will have a texture (though varying between geometries). I also want to store the ...
42
votes
2answers
11k views

What is deferred rendering?

I've heard about deferred rendering and how using it can allow for "lots" of lights in a scene without a huge performance hit, but what is it and (from a high level) how is it implemented?