8
votes
0answers
389 views

How can I stop Substance's runtime texture caching?

Procedural textures with the Substance Engine seem to update very quickly if you turn off caching, modify one exposed variable at a time, modify it frequently, and even then only after you've ...
5
votes
0answers
153 views

physically based shading, how to combine specular & diffuse parts?

After writing 'standard' phong & blinn shaders for a while, I recently started to dabble in physically based shading. A resource that helped me a lot are these course notes, especially this paper ...
5
votes
0answers
138 views

LibGDX controllers: how to fix crashes in JRuby?

I'm using JRuby with LibGDX and it's been going quite swimmingly, save for a crash I experience every time I try to use the controllers extension. Here's a basic rundown: I've required all the ...
4
votes
0answers
87 views

Ogre PSSM Grass Receiving Shadows

So I made the switch to Ogre3D (v1.7) and using PagedGeometry. What I'm trying to do is make a simple scene with a terrain, some trees and grasses. In a nutshell, I would like to achieve this kind of ...
4
votes
0answers
67 views

How can I copy an asset folder programatically depending upon a constant?

I have a Unity project in which I have 200 games and some 350 scenes. Now I want to make separate builds for each game. All my assets are present in Assets/IgnoredAssets/ABC folder. To include these ...
4
votes
0answers
78 views

How do I convert a Source engine NPC model to a player model?

The Source engine's NPC and player models differ: An NPC model applied to the player has no animations. It cannot walk and holds its arms out to the side by about a foot. The weapon is held in the ...
3
votes
0answers
135 views

Variance shadow maps don't want to render properly

I've implemented VSM (and also ESM) in my engine but results are for me not as I expected and saw in many examples published on network. I set filtering of shadow maps to GL_LINEAR but when I compare ...
3
votes
0answers
47 views

How to raycast against a physx cloth mesh?

I'm using the PhysX 3.3 SDK in a application and mostly everything is working fine. However, I'm trying to develop a feature that would allow users to click on various actors in the scene and modify ...
3
votes
0answers
328 views

UDK: Checking actor type in projectile ProcessTouch

So, to be brief, I'm trying to teleport a pawn when it's struck by a projectile (or damaged by any weapon in my game.) Right now, I'm trying to just call Pawn.SetLocation in the projectile's ...
3
votes
0answers
655 views

How to occlude lights in Unity3D?

First off, I own Unity Pro. I've been looking in to occluding lights when they aren't being viewed for a while now to improve performance. The main methods I ran in to were using BecameVisible() and ...
3
votes
0answers
309 views

How to achieve 'forward' movement (into the screen) using Cocos2D?

I'm interested in creating a 2.5D first-person shooter (like Doom) and I currently don't understand how to implement the player moving forward. The player will also be able to browse around the world ...
3
votes
0answers
142 views

Converting obj data to CSS3D

I found a ton of formulae and what not, but 3D isn't my forte so I'm at a loss of what specifically to use. My goal is to convert the data in an 3D .obj file (vertices, normals, faces) to CSS3D ...
3
votes
0answers
504 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 ...
3
votes
0answers
340 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
48 views

OpenGL light appears to move with camera and changes with object rotation

I have a working open gl es 2.0 3d engine (my own) that I've used in several iOS apps. I recently noticed that on a mutli-symmetrical object the lighting didn't look the same at each rotation. For ...
2
votes
0answers
25 views

How can I move gameobjects using keyboard in the Unity scene editor?

I know I can click on the move button and use my mouse to drag the object around. How can I do the same using my keyboard?
2
votes
0answers
17 views

Find asset labels at runtime

Unity allows me to add multiple labels to my assets in the editor (the little blue luggage tag in the corner of the inspector). I can use the Asset Database to find all assets with a certain tag from ...
2
votes
0answers
43 views

Tangents face the same direction on opposite sides of mesh

I have noticed that the tangent vectors that I am calculating are not always facing the correct direction. The tangents on the left and right of the mesh both face the same direction. Here is a ...
2
votes
0answers
42 views

Drag And Drop in libGDX (Target and Source)

I'm trying to put together a drag and drop system in libGDX with the help of DragAndDrop class. I have the typical system in which you can drag something into a box. So far it is working all dough I ...
2
votes
0answers
60 views

How can I place the player into a 360° video in UE4?

I have a 360° video (6 separate videos stitched together into a panorama) with a first person view walking through an environment. I would like to put this in a game engine such that the actor can ...
2
votes
0answers
61 views

Box2d C++ x velocity slowing for no apparent reason

I'm making a 2d platformer in C++, using Box2d for physics and sfml for rendering, I want the player character to move with a constant velocity in the x direction, and to jump when the spacebar is ...
2
votes
0answers
116 views

Why is OnCollisionEnter2D called when it's layer's collisions are being ignored?

I'm sure this is down to my lack of understanding of the unity physics system. I'm trying to implement a simple one-way platform for a 2d game and have got stuck on creating a reliable way to let the ...
2
votes
0answers
98 views

SSAO and normal issues

I'm using a SSAO alghorithm called "SAO", seen here: http://graphics.cs.williams.edu/papers/SAOHPG12/ I'm currently having issues with "smooth" normals, for example when using normal/height maps. To ...
2
votes
0answers
47 views

Why do my Box2D bodies occasionally get stuck and separate forcibly?

I'm making a space game with LibGDX and Box2D. I made a video here to illustrate the issue. Verbal description: When objects collide, they sometimes get stuck together and are then suddenly separated ...
2
votes
0answers
162 views

Skybox rendering

I am sorry if this is trivial, but I got into OpenGL just very very recently. I am trying to render skybox (with cubemaps) and this is what I have done: Created a VBO with vertices positions (36 ...
2
votes
0answers
86 views

Transparent diffuse fails to render from all viewing angles

I'm rendering this chunk as a Unity mesh and I have just one material (with alpha) which is applied over all the mesh. Everything in the chunk is automatically generated at runtime, so it's not ...
2
votes
0answers
86 views

Aligning pathfinding to the center of tiles?

I'm looking to achieve tile by tile movement in a project I'm working on. I employed the use of the asset Simply A* Path-finding to allow a unit to navigate the terrain. Since the tiles are ...
2
votes
0answers
52 views

Text rendering overlap

I'm trying to display text with a texture and font description created with BMFont in OpenGL 3.3, but whenever I display the text there is some overlap between certain characters. Here is the text at ...
2
votes
0answers
36 views

Calculate required resolution

Lets say I have a rectangle with width x and height y. Then there is transformation matrix T. Now, how using only those data can I estimate minimal resolution of texture (that is its width and ...
2
votes
0answers
94 views

Enable IME in a non-windows control

I'm writing my own game in DirectX using C#. I'm at the point where I'm implementing my own textbox, written from scratch. It has the very basic functions for now, but works well. I want, however, to ...
2
votes
0answers
80 views

problem loading Collada DAE model using Assimp in OepnGL 4.4

I am loading a model in my OpenGL application using Assimp library like this : bool CGameObject::LoadModelFromFile(char* sZFilePath) { std::string fn = sZFilePath; std::string td = "\\"; std::string ...
2
votes
0answers
26 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 ...
2
votes
0answers
145 views

How to do z-index parallax in 2D game in unity3d

I am new to unity3d and want to develop a simple game like crazy cabie. For which i have to implement a z-index parallax for moving sprites towards the player and generating new sprite a farthest z ...
2
votes
0answers
65 views

Compute directional light frustum from view furstum points and light direction

I'm working on a friends engine project and my task is to construct a new frustum from the light direction that overlaps the view frustum and possible shadow casters. The project already has a ...
2
votes
0answers
136 views

How to implement simple shadows on XNA?

UPDATE: See photos below the description I try desperately to implement shadows on my XNA games. My game is a style of games like Voxel (minecraft). The problem is that I do not find support / ...
2
votes
0answers
101 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 ...
2
votes
0answers
153 views

Why AnchorPoint doesn't affect `CCLayer` Positioning?

I think there is a difference between CCLayer and CCNode behavior when I change their AnchorPoint. I will describe what I mean and please somebody explain it ? Scenario: I start with CCNode CCNode ...
2
votes
0answers
45 views

FBX Importer - Vertex Color

I imported vertex positions, indices and normals successfully in OpenGL using fbx sdk, but I just can't figure out how to import vertex colors. I tried to fetch the pointer to array of colors trough ...
2
votes
0answers
249 views

Weird y offset when using custom frag shader (Cocos2d-x)

I'm trying to mask a sprite so I wrote a simple fragment shader that renders only the pixels that are not hidden under another texture (the mask). The problem is that it seems my texture has its ...
2
votes
0answers
106 views

Improving effect performance in XNA

I'm making a 2D, top-down platformer, in which four or five layers are rendered each time the game draws. Everything is fairly performant except for the bottom layer, which is the game map. This is ...
2
votes
0answers
82 views

SVG—rendering performance

I have created a jump'n'run browser-game based on SVG. The »World« grew large (~80px * ~20000px, before scaled to viewport height) and rendering went slow. In consequence I included a range searching ...
2
votes
0answers
132 views

Quaternion - rotating rigidBody to particular angle over time

Using Bullet Physics. There's a rigid body that is rotated. For some delta-time I need to rotate that body to have rotation of (0, y, 0) - keep the old y value rotation but reset x and z. The ...
2
votes
0answers
435 views

Frequent stuttering, high FPS spikes with VSync option turned on in Unity standalone build

I'm experiencing an issue using Unity 4.3.2 and standalone builds. If I turn on VSync in the project's Quality settings, running the game at the native monitor resolution, I'll frequently get high ...
2
votes
0answers
31 views

Xna 4 Model Rotation with inertia not working as expected with variable updates

I am trying to rotate a model with inertia damping with the keyboard. The code works great with a fixed time step but it doesn't behave the same with a variable update frequency. Update method: ...
2
votes
0answers
152 views

OpenGL transparent framebuffer texture

I'm trying to implement atmospheric glow like this. It was a huge pain to get it done, since I'm new to FBO and OpenGL, but I managed to do something similar to what the OP wanted. I followed his ...
2
votes
0answers
272 views

GLFW3 multiple windows

I'm trying to use GLFW3 to develop VJing application. So basic idea is use two windows: 1st window for fullscreen projection on secondary monitor (basically projector) 2nd window for (hopefully) ...
2
votes
0answers
697 views

Unity 4 mecanim; 'Quaternion to Matrix conversion failed, input quaternion is invalid'

I'm trying to animate a stick figure in Unity, with placeholder animations. Character is built/animated in Blender, exported to FBX. When imported to Unity, everything appears correct in the editor. ...
2
votes
0answers
269 views

Ashikhmin-Shirley model implementation: ugly result

I am trying to implement the Ashikhmin-Shirley model using these formulas: This is the GLSL 1.2 fragment shader code: uniform vec4 materialAmbient, materialDiffuse, materialSpecular; uniform ...
2
votes
0answers
79 views

Framebuffer Heightmap Performance Problems

I am using a framebuffer to procedurally create heightmaps with perlin noise in GLSL shaders. There are two main problems that I am experiencing with this. I have a quadtree for the terrain and in the ...
2
votes
0answers
973 views

Arcball 3D camera

I have checked multiple threads before posting, but i havent been able to figure this one out. Ok so i have been following this tutorial, but im not using glm, ive been implementing everything up ...

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