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Trying changing setModelBound(new BoundingBox()); to BoundingSphere bs = new BoundingSphere(); bs.setCenter(new Vector3f(32,0,32)); bs.setRadius(1000000); setModelBound(bs); Edit Larethian (short Version) (confirmed working on example code): setModelBound( new BoundingSphere(1000000, new Vector3f(32f, 0f, 32f)) ); As pointed out in the comments ...


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You need to enable some kind of z-buffering: first render unobstructed units, then buildings, then units that are obstructed (complete or just partially) by buildings and then the ground. If you render them in this order make sure no pixel is overwritten: do not draw over a pixel that has already been drawn, else only the terrain will render. Flush the ...


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I'm not exactly sure what you want to hear, but I think deferred lighting is still the best for many light sources. The way you do that is that first you gather all the geometry properties by rendering the scene without any lighting at all. You basically render the scene in 4 versions into a buffer called G-Buffer: color, normal, depth, position. You may ...


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This sounds to me like a pixel mapping issue. First try varying the resolution to see if the problem appears on other systems and whether a resolution change affects it on the problematic device. When rendering the sprite needs to be mapped to screen space. Let's say its a 400x400 resolution and your drawing 12 blocks horizontally. That means your 32 width ...


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"Real-time rendering" is calculated at the instant you ask for your whatever solution to generate the images (different technologies are used to achieve this target). "Off-line" rendering is not necessarily the contrary of "real-time". The term is often used when speaking about configurators and especially web-configurators. Sometimes people also use the ...


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Swapping the width and height in ShapeRenderer.rect should fix the problem, see the documentation.


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You need to add details to show the scale of the world. In terms of rendering, there's no difference between a tiny person in a normal room and a normal person in a large room. If there's any fog, you should decrease the distance for it so as to make the space look larger. It could also be the height of the ceiling in the room relative to the player height, ...


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i do believe changing the color would be much less resource intensive, however the performance depends more on the number of different textures used. check out this article for a few good bits of ingenuity when it comes to managing textures and performance http://www.gamasutra.com/view/feature/131768/understanding_and_using_opengl_.php?print=1 my take ...



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