Tagged Questions
2
votes
1answer
120 views
How can I render the whole faces instead of only the vertices? [closed]
I'm doing my master thesis in comparing DX9 LoD with DX11 Tesselation LoD. Therefore I use a ShaderManager that calls either the shader for the DX9 implementation, where the model is exchanged by the ...
0
votes
1answer
93 views
Rendering an object more than once
Right now I'm facing the issue of rendering the same objects more than once in Directx 11, as the object has:
A diffuse shader
A directional lighting shader
A texture shader
Now the final color ...
3
votes
1answer
156 views
How do I render a filled and stroked path using OpenGL?
I want to render a 2-dimensional geometric path consisting of Bézier curves and straight lines. Paths can be concave.
What is the most efficient way to draw this using modern OpenGL? Can I do this ...
5
votes
2answers
629 views
How can I acheive a smooth 2D lighting effect?
I'm making a tile based game in XNA.
So currently my lightning looks like this:
How can I get it to look like this?
Instead of each block having its own tint, it has a smooth overlay.
I'm assuming ...
1
vote
1answer
145 views
Only apply Advanced Graphics on high FPS Dynamically
I wonder why not prevent lags by only appying advanced optional graphics stuff when the FPS are high at time. So The game could use simpler or even no shaders and skip decorative models some time.
It ...
12
votes
3answers
2k views
outline object effect
How can I achieve an outline effect similar to the ones found in League of Legends or Diablo III?
Is it done using a shader? How?
I would prefer answers that are not tied up to any particular ...
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 ...
1
vote
1answer
199 views
Intercepting DirectX calls and optimizing the overal performance of games
I would like to use a DirectX proxy dll to intercept (and possibly optimize) the graphics calls being made by normal PC games. I am going to "screen cast" a game with ffmpeg or something similar and ...
3
votes
1answer
277 views
Complex shading using one single (small) texture
Recently I stumbled upon a demo reel in UDK about how one can attain beautiful results using just one (rather tiny) texture that's being sent to the shader pipeline. The famous link is this one.
...
30
votes
2answers
2k views
How to render realistic ice?
I am trying to write an ice shader in Unity that looks good and at least semi-realistic.
If the following shot (found on Google) was CG, what would its shader include? (the foreground cave). I might ...
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 ...
1
vote
2answers
157 views
Why is antialiasing dependent on sampling?
I am thinking about the best ways to render two dimensional objects in the highest detail possible using modern graphics technology and it occurred to me that when I simplify a situation enough, I ...
5
votes
1answer
4k views
DirectX11, how do I manage and update multiple shader constant buffers?
Alright, I'm having a hard time grasping how constant buffers are bound to a pipeline stage and updated. I understand that DirectX11 can have up to 15 shader-constant buffers per stage and each buffer ...
2
votes
1answer
736 views
Does OGRE do hardware skinning by default?
I am trying to understand how OGRE works at a lower level, and from what I have read so far, I believe OGRE generates shaders from material scripts using its RTShader system, on the loading of each ...
1
vote
1answer
608 views
Multiple Render Targets not saving data
I originally posted this question on stack overflow, but realised it might be better here. The original question can be found here
I'm using SlimDX, targeting DirectX 11 with shader model 4. I have a ...
2
votes
2answers
658 views
implementing multi pass rendering in a game engine
I have done multi pass rendering before and understand how it works. I did a simple example which rendered a basic scene with shadows. This was all done in one file. Now I am trying to figure out is ...
2
votes
1answer
2k views
OpenGLES 2.0: Rendering Multiple Sprites - Texel Corruption
I'm having a tremendous time getting the second (or additional) sprites in my game engine to render properly. The first one always works great: it is positioned and sized properly in screen coords, ...
1
vote
1answer
332 views
Mandelbrot set not displaying properly
I am trying to render mandelbrot set using glsl. I'm not sure why its not rendering the correct shape. Does the mandelbrot calculation require values to be within a range for the (x,y) [ or (real, ...
7
votes
4answers
1k views
glsl demo suggestions?
In a lot of places I interviewed recently, I have been asked many a times if I have worked with shaders. Even though, I have read and understand the pipeline, the answer to that question has been no. ...
4
votes
2answers
483 views
What does the term 'photorealistic' really mean?
I was wondering about the term 'photorealistic' in regards to rendering and was wondering how this is used.
Is it used to describe a shader (or set of) that have certain quantifiable features? Or any ...
2
votes
1answer
319 views
What is the best way to render eletric wires (like in gta 4)?
From the top of my mind, I see 2 ways to do it :
classic mesh. (but that's likely to be a lot of tris for little screenspace)
bilboards (but the placements of the billboards may be tricky. still ...
