2
votes
0answers
85 views

DX 11 Specular Highlights in Deferred Renderer

I am currently implementing a deferred renderer in DX11.1. Right now I am having a problem that I can't seem to crack with specular highlights when I have multiple light sources. I keep a vector of ...
0
votes
0answers
17 views

Where can I find free graphic 2D resources for vehicles (car, truck, bus, etc) from top view for a top down racing game? [duplicate]

Where can I find free graphic resources for vehicles (car, truck, bus, etc) from top view for a top down racing game? I mean something like:
3
votes
1answer
170 views

How can I use a Texture2D larger than 2048 x 2048?

I'm having issues working with a large image. I've read other threads on using images larger than a Texture2D supports, but found nothing that addresses my problem specifically with implementation ...
3
votes
1answer
160 views

How are Volumetric Effects made within games? (e.g. Smoke/Fire)

For computer generated volumetric elements such as clouds, fire, and whitewater. How are they made? Is it just a simple collection of particles [put to pixels] taken from Physics equations or are the ...
0
votes
1answer
161 views

Apply a texture on a Box - jMonkeyEngine

How can i wrap a texture (for ex a 4x4 pixels) on a box (1x1x1) in such a way that the texture is repeated and not enlarged to cover all the surface. Geometry box = new Geometry("Box", new ...
7
votes
2answers
368 views

How many rendering passes is “normal”?

I've been implementing John Chapman's method for SSAO (an excellent tutorial by the way), and I've completed it all minus the final part: blurring it. I believe this is what the entire process should ...
0
votes
1answer
34 views

Versions of GL and its device that don't display or required powers of 2 for the sprites

From this question aside from identifying possibilities of displaying images that don't needed to require powers of 2, what are the versions of GL that can actually display images even if don't needed ...
4
votes
1answer
343 views

How to optimize SpriteBatch usage?

From what I understand, SpriteBatch's purpose is to batch as many draw operations to send to the GPU. Each batch can handle one texture at a time, and changing SpriteBatch context/texture is ...
3
votes
1answer
154 views

Implement Displacement Mapping: Gaps along seams

I am implementing Displacement mapping using DirectX 11 with its new tessellation stages. Diffuse map and displacement map are generated by xNormal. The result after I applied displacement mapping is ...
1
vote
1answer
393 views

How to draw different textures on my cubes DrawUserIndexPrimitive with XNA?

I'm having some problem to draw textures with class "DrawUserIndexPrimitive" on Xna. I can draw my cubes / models without problem. But I want to draw different textures on my cubes. I loop on each ...
0
votes
1answer
226 views

Devices or Smartphones That Can Run and Displayed Images Properly While Power of 2 Code is Disabled

Before making game apps, I want to have any certain smartphone device brands that runs on OpenGL. I have to make a code for images that doesn't need to required power of 2 images so that I can resize ...
3
votes
2answers
502 views

What causes polygonal twitching in older games?

I'd like this answer large part to curiosity and I'd like to recreate it with our modern computers somehow. By old games I'm referring to ps1 games. My specific example would be Megaman Legends I've ...
-2
votes
3answers
830 views

Why use textures that are Power of Two? [duplicate]

Possible Duplicate: Why are textures always square powers of two? What if they aren’t? I am using C# and XNA (also MonoGame for other platforms than Windows) to create a game in 2D. ...
3
votes
2answers
505 views

How to use images/text/etc. in XNA without Content Pipeline?

I'm currently writing a program in C# with the XNA framework. It is absolutely necessary for the game's images and text assets to be visible by the end user in the form of PNG files, so I can't use ...
1
vote
2answers
658 views

Making a 2D game with responsive resolution

I am making a 2D game, however I wish for it to be resolution agnostic. My target resolution i.e. where things look as intended is 1600 x 900. My ideas are: Make the HUD stay fixed to the sides no ...
5
votes
1answer
514 views

How to flip a BC6/BC7 texture?

I have some code to load DDS image files into OpenGL textures, and I'd like to extend it to support the BC6 and BC7 compressed formats introduced in D3D11. Since DirectX and OpenGL disagree about ...
1
vote
2answers
170 views

How to handle dynamic unit color?

I'm working on a 3D real time tactics wargame and a primary feature is military customisation. As part of the customisation, I would like to have the player be able to change some of the colors of the ...
-3
votes
1answer
435 views

How to remaster a retro game's graphics?

I want to remake an old game, which graphics is pretty old (1980s game), and I want to make a "HD version" of it. Of course, the game will have an "old graphics" setting, but I want to remaster the ...
11
votes
1answer
866 views

How do 2D art assets (eg. sprites) work?

I have an idea on a game and planning on developing a 2D game using XNA for Windows Phone 7. I've started off today by free hand drawing some concept art of what I want some of the characters to ...
2
votes
1answer
512 views

Trouble with UV Mapping Blender => Unity 3

For some reason I am getting nasty grey edges around the edges of rendered 3D models that are not present in Blender. I seem to be able to solve the problem by reducing the size of the UV coordinates ...
2
votes
1answer
217 views

text wrapping on a texture applied to a 3D model

How would I create and implement a texture of text that wraps around a 3D model? The texture will just be white and you should be able to add text to it, but I need to create this so that when the ...
11
votes
4answers
3k views

How to deal with arbitrarily large images in 2D games?

Question When you have a 2D game that uses really large images (larger than your hardware can support), what do you do? Maybe there's some interesting solution to this problem that never occured to ...
0
votes
1answer
280 views

How do you get graphic? [duplicate]

Possible Duplicate: Where can I find free sprites and images? I'm talking about 2D graphic in this particular question. Do you create it, buy it, or..? I tried to develope something stuff, ...
1
vote
1answer
994 views

Stretching textures for CCSprites in Cocos2D

I'm making a game for iPhone and iPad w/ Cocos2D and Box2D. I scale the size of square objects ("blocks") using a pixel-to-meters ratio depending on the particular device. Can I stretch or shrink ...
3
votes
2answers
235 views

Is it ok to use NPOT textures with OpenGL in this situation?

I drew some icons to use on orthographic projection and instead of loading each icon file individually as a texture I thought of putting them all together in one single file. Now I have a file 72x36 ...
2
votes
2answers
3k views

OpenGL-ES: clearing the alpha of the FrameBufferObject

This question is a follow-up to Texture artifacts on iPad How does one "clear the alpha of the render texture frameBufferObject"? I've searched around here, StackOverflow and various search engines ...
5
votes
3answers
2k views

Applying Textures to Hexagonal Tiles Seamlessly

I'm doing a tactical game (X-Com / Fallout style) for fun. I've decided to use a hexagonal map, but I'm having a graphic problem. My current map display is HUD-like, with only the border of the map ...
29
votes
6answers
6k views

How can I make a good-looking explosion particle effect?

I'm not much of an artist, but I'm trying to make decent particle effects in a 2.5D game. I'm making a replica of Wii Play's "Tanks" and I can't quite get the explosions to look good. I'm not going ...
14
votes
7answers
11k views

What are some cool examples of procedural pixel shader effects? [closed]

What are some good examples of procedural or screen-space pixel shader effects? No code is necessary; I'm just looking for inspiration. In particular, I'm looking for effects that are not dependent ...
6
votes
5answers
3k views

Non-destructive way to edit alpha channel in Photoshop/Gimp image

Looking to make textures for Unity3d, and I'm stuck at what seems to be a simple stage. My goal is to create an RGBA image, with color information for every pixel, and a separate alpha channel. These ...
231
votes
20answers
152k views

Where can I find free sprites and images? [closed]

I need sprites and images, such as characters, landscapes and others. Where can I find them?