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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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Maybe they are being culled for being partly outside the view area? Might be worth looking at the code selecting what you render instead of the terrain code. (Or setting near and far plane differently and/or moving the camera further away since it seems the engine is not a custom solution)


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"Ping pong is a technique to alternately use the output of a given rendering pass as input in the next one." (Example: http://www.seas.upenn.edu/~cis565/fbo.htm)


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Solved: Incredibly stupid error, figured it out immediately after posting when it had previously stumped me for half an hour. std::vector<double> graphcolordata(graph_data.size()/2*3); for (int i = 0; i < graph_data.size(); i += 3) graphcolordata[i] = 1; should be std::vector graphcolordata(graph_data.size()/2*3); for (int i = 0; i ...


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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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Ah ok I didn't think I needed the input layout any more Changing the second example to include this ... vertices = Buffer.Create(device, BindFlags.VertexBuffer, data); var inputLayout = new InputLayout( device, ShaderSignature.GetInputSignature(vertexShaderByteCode), new[] { new InputElement("POSITION", 0, ...


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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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I am not super familiar with the topic but I did do a little digging for you to try and come up with some easy to understand tutorials or articles. I hope you find at least one of these useful to you. I tried to avoid links that used deferred rendering. Link One Link Two Tutorials Advanced Rendering in OpenGL Random Tutorial Website


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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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I'd probably use layers for this: put all objects that you want to reflect onto a 'Reflectable' layer. You can set the regular scene camera to render that layer like any other, but then you set the camera that renders your RenderTexture to only be able to see that layer.


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Seeing as you want to keep the state of the matrix before the translation, I'd suggest using a matrixstack, this openGL tutorial explains it quite well: http://www.arcsynthesis.org/gltut/Positioning/Tut06%20Fun%20with%20Matrices.html However, for this method I assume you perform your matrix multiplication with the vertices in GLSL. If that's not the case ...


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I found out that the access violation was a bug in SDL that only happens in some drivers (intel graphics in my case) if I use SDL_RENDERER_SOFTWARE instead of SDL_RENDERER_ACCELERATED it works, so it is pretty much depending on your graphics card and its drivers.


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For a simple 2D engine with sprites, a single-threaded approach is perfectly good. But since you want to learn how to do multithreading, you should learn to do it correctly. Do not Use 2 threads that run more or less lock-step, implementing a single-threaded behavior with several threads. This has the same level of parallelism (zero) but adds overhead ...


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I am not sure what you want to achieve by limiting the FPS of the Update and Render both to 60. If you limit them to the same value, you could have just put them in the same thread. The goal when separating Update and Render in different threads is to have both "almost" independent of one another, so that the GPU can render 500 FPS and the Update logic ...


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Your MyGdxGame class' render method doesn't do anything. It should call GameScreen.render() to render. Some comments about style: Variable names should be lower-case on their first letter (gameScreen not GameScreen) Please fix your formatting next time Suppressing warnings should be done carefully; they're usually indicative of a problem that may bite ...


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Not sure, but something really seems odd to me in your code. In your launcher you have : config.useGL30 = true; And then you are doing : Gdx.gl.glClearColor(1F, 1F, 1F, 1F); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); But since you want to use GL30, you should probably do : Gdx.gl30.glClearColor(1F, 1F, 1F, 1F); ...



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