Hot answers tagged graphics
There is no inherit reason why offline rendering takes longer than real-time rendering. It is just that when you render offline, the rendering process is usually much less performance-critical, so you have the option to use very expensive rendering techniques which would be too slow for real-time rendering. When you are free from the constraint that each ...
My 1988 version of Dangerous Dave was the Apple II version. The scrolling was done by moving all the screen bytes over then drawing a new tile on the edge of the screen - repeat 20 times for a full screen shift. The Apple II version was written all in 6502 assembly language. On the PC, the 1990 version, I wrote graphics code in 80x86 assembly language for ...
.png images wont show the transparent area. But you will have to make sure that the "white" area is transparent and not white. If its not a .png image just go in to photoshop or any other image editor, cut out (magic wand) the white area and save it as a .png
Well this is not a minor task. Basically you need to build a streaming server that supports RTP and also RTSP if you want playback options, or use an existing streaming solution; ffmpeg has one, but unfortunately it doesn't work on Windows. If you plan to use ffmpeg you also need to make Unity connect with native code dynamic libraries which I am not sure if ...
You should change this: mypic.setTexture(assetManager, tex, false); to this: mypic.setTexture(assetManager, tex, true); to show a picture with an alpha channel. The third parameter is useAlpha, which, if set to false will just render your transparent/translucent pixels as black.
At the moment, you seem to be changing only the view (what objects look like), rather than the model (what their state is). (I'm using the MVC terms.) How about this for a model: It's a grid of hotspots. Now, when the mouse is pressed, you could set the closest point on the grid to a true value. The percentage cleaned would then be the ratio of true ...
So the problem was the culling, I recommend to debug your code while turning off the culling with D3D11_CULL_NONE flag in the rasterizer if your geometry does not get displayed, this is quite a common problem for beginners. And be sure to cull the backfaces in a release application wherever you can.
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