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

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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 = ...
9
votes
1answer
309 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 ...
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? ...
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 ...
2
votes
1answer
259 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
43 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
55 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
1answer
33 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?
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 ...
-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 ...
3
votes
0answers
241 views

How to reproduce the 3ds Max Gradient Ramp effect?

The material definition of a mesh is composed of these three components: Self-Illumunation, Refletcion and Refraction. Each of these components has a Gradient Ramp as a map and the mapping mode is set ...
3
votes
0answers
249 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 ...
2
votes
0answers
212 views

AlphaToCoverage + Alpha Blending = Artifacts

I'm experiencing a strange problem using OpenGL SampleAlphaToCoverage mode. There are rendering artifacts when using alpha-blending on pixels that have been rendered using alpha-to-coverage - and I ...
1
vote
0answers
48 views

Rendering text with stb_font results in glitches

I'm trying to render text with OpenGL and an "inline"-font taken from the stb_fonts The relevant code for initializing the font & rendering: LabelFactory::LabelFactory() { static unsigned ...
1
vote
0answers
413 views

OpenGL ES multiple objects not being rendered

I am doing the following to render multiple balls move around the screen but only 1 ball is seen to appear and function. I don't know why the rest (count-1) balls are not being drawn public void ...
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 ...
0
votes
0answers
73 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 ...
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. ...
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?
0
votes
0answers
96 views

Terrain Multi-texturing Approaches

I've read numerous articles about how to render terrain and most of them approach it from a vertex/polygon perspective with respect toward level of detail. But what I continue to find myself ...
0
votes
0answers
82 views

How to improve my maxscript random blood generation code?

The idea was simple. Draw basic blood drop meshes. Shuffle them with random generator to get final drop's. Export and render them in game as other meshes. The problem is that it's not looks like a ...
0
votes
0answers
46 views

How to attach PIX to running app?

Do you know how can I attach PIX or other rendering debuging program to running windows app with directx? Is it possible ? I can only choose in *.exe to run :/ I have Directx SDK June 2010
0
votes
0answers
65 views

Faking Display tree (Sprite) parent child relationships with rasters (BitmapData) in ActionScript 3

I am working with Rasters (bitmapData) and blliting (copypixels) in a 2d-game in actionscript 3. I like how you can move a sprite and it moves all it's children, and you can simultaneously move the ...
0
votes
0answers
111 views

When updating a mesh does glBufferSubdata belong in the update function or render function?

When updating a mesh does glBufferSubdata belong in the update function or render function? I'm trying to organize my game appropriately and knowing this would help me. This is my first game and I ...
0
votes
0answers
126 views

DirectX9 dynamic rendering

What I am planning to do is have the models (or maybe just an identifier for the model to be used) stored outside of the directX9 framework, and so in nature have completely dynamic rendering. All ...
0
votes
0answers
105 views

Argumentation Frameworks - Games approach

Logic-based argumentation theory is an area of Artificial Intelligence that models how to rationally choose (i.e., argue about) what to believe or do when faced with conflicting information. The aim ...
0
votes
0answers
338 views

How can I make a 32 bit render target with a 16 bit alpha channel in DirectX?

I want to create a render target that is 32-bit, with 16 bits each for alpha and luminance. The closest surface formats I can find in the DirectX SDK are: D3DFMT_A8L8 // 16-bit using 8 bits each ...