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4

While there is some interesting research into order-independent transparency rendering, it's extremely complex to implement. And even sorting individual leaves can still cause artifacts where one leaf overlaps itself. So your safest bet is probably Alpha Testing. This is where you specify a threshold opacity value; anything above that value is rendered 100% ...


4

Hardware or GPU rendering is, as you guessed using the graphical processing unit (aka Video Card) to render an image. The opposite is software rendering where the CPU is used. Software rendering is usually used as a fallback when there is no (suitable) GPU available. However since the GPU is orders of magnitude faster software renders are almost never ...


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Video cards without hardware T&L are dinosaurs. Seriously, there haven't been any new cards without hardware T&L since about 2000. Forget about them, just use hardware vertex processing and assume it's supported - unless you specifically need to support 14-year-old cards for some reason.


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The draw order often implied by tutorials, where you do something like this: for each object: for each pass: apply pass state draw object is actually backwards from how it makes sense to do it in a "real game" context. Rather, you'd be more likely to do something like: for each pass: apply pass state for each object (grouped ...


3

The .hdr format represents colors using a variant of floating-point format, so its maximum value is similar to that of float, i.e. about 10^38. In practice, you will likely not see values this large, but as you've found, different .hdr files may have very different value ranges. There is no standard for what the values in an .hdr image "mean". They could ...


3

Most professional modelers have little expectation that the model in-game is going to look exactly like it does in Maya. The engineers have a very strong responsibility to provide tools for very quickly visualizing models using the game's rendering engine. This may be by allowing models to be re-loaded in game so there's no long shutdown/startup process to ...


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OpenGL provides occlusion queries, described here. They are not exactly simple to use, but I believe they will do what you need. Basically, you create an occlusion query object, then "activate" it with glBeginQuery during the rendering that you want to analyze. After you are done drawing the geometry of interest, call glEndQuery and glGetQueryObject, ...


2

I know you don't want to render, but is this a hard requirement? How about rendering to a texture, and then reading the resulting pixels from the texture? no screen rendering will take place, and you will be taking advantage of the hardware to do it for you. Here's a tutorial that seems to explain how render-to-texture works. If you really don't want to do ...


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This is going to depend on what you want to work with. Blender has an export feature which will allow you to export the models into several formats. If you want to write a customer parser, there are a few for various formats. You mentioned WebGL, which makes me think you're going to be working with JavaScript. With this in mind, Three.JS has some built in ...


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There are some really good answers here, so just to supplement them. A major driving force behind software rendering is capability. This was touched on in one of the answers, but I'm going to make an opposing point: software rendering can actually be more capable than hardware rendering, not less. With hardware you're generally limited to the capabilities ...


2

As you clearly already know what GPU rendering is... let me answer what you seem to be asking. Traditionally, hardware rendering has carried a stigma of being very complex. This has in large part been due to the design of the application programming interfaces (APIs) which have not been well-geared to concealing complexity; that is, the learning curve has ...


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Without seeing your code, it's hard to give on solid answer, but here's an idea that might help you: The tail always points away from the previous piece of the snake. If we see the last piece of the snake as the tail, then the one that comes before it gives the direction of the connecting end of the tail, and the opposite direction is then the direction of ...


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I can't read all of the source code (dang firewalls), but a display list is something that you compile once, then execute many times. What you're doing is telling OpenGL to regenerate an optimized execution list containing such and such triangle data every frame. That isn't what display lists were* used for -- they originally were more for things like old ...


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To keep rendering perfectly separate from the game logic, animations - at least the ones that have no game logic impact - are solely done from the "rendering" side. A common pattern is to record the transition using three bits of data: Start value End value Time (between 0 and 1) The advantage of this approach is that it can be easily fed into an easing ...


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3D modeling software packages like Maya usually include a great variety of options for rendering. For instance, Maya itself includes several software and hardware-accelerated renderers, and 3rd party renderer plugins can be used. Different renderers have different features and support different effects, but for the most part, they're designed for ...


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so surely the game engines needs the same render as Mayas to reproduce the effects created in Maya? They don't need to be the same, only the results need to be the same. Since you seem to think Maya's the reference, you can call what you see in Maya the expected result of a renderer rendering what is contained in the model. Break the renderer's stuff ...


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You have to do two things here: Create a repeating sprite Mask it with the shape For the repeating sprite you will need a texture that has POT (Power Of Two) sides, e.g. 256x256. When you load your tiled texture you need to set its parameters to repeat: CCSprite* sprite = [CCSprite spriteWithFile:@"tiled_tex.png"]; ccTexParams params; params.minFilter ...


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Generally, quads can be replaced by triangles to save computational power. Since a quad is made of two triangles, you can simply make a bigger triangle that will encompass the whole particle texture (if any) and add it a transparency shader. You'll get an instant decrease of geometry computation by 50% compared to an all-quad system, for exactly the same ...



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