Questions tagged [graphics]

A very generic term referring to visual part of a game. Try to avoid unrelevant usage and instead tag for specific graphics type (2D, 3D), API, framework or a library you are using, if possible.

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How to cut a texture created with DirectX9?

I created two textures in DirectX9 with CreateTexture method (one little HQ and one big LQ), and for some reason my shadow textures are blending. Is there any way to stop that blending ? I want my ...
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DirectX 8 Win32 GUI Not Appearing/Flickering While Running

I am programming a game with DirectX 8, and I am trying to use the GUI options that are provided by the Win32 window that I am using. However, when I try to render a button or, in this case, a textbox ...
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Screen space reflections bug

I try to implement screen space reflections in my graphics engine using ray marching algorithm. After a lot of trying I got this result: https://youtu.be/yzkgpcliBVQ As you can see, the reflections ...
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WDDM vs DirectX vs Device Driver(say for Nvidia Card )?

I thought I knew what DX and Graphics card device driver meant. Today I was reading about Windows Display Driver Model(WDDM) and couldn't figure out what it does? It says WDDM is a Display driver ...
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How do I create a texture from a surface in DirectX 8?

I am making a game in DirectX 8 for a retrocomputing game contest. I am creating a Real Time Strategy game, and I am trying to make a minimap, which is merely an orthographic view of the terrain. When ...
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Unity 2021 Silicon Build Performs Poorly with DynamicGI.UpdateEnvironment()

I recently upgraded my large-scale RPG world project from 2019 LTS version to 2021 for the native Silicon support. I have a Silicon based Mac and even though the game seems to have smoother FPS in the ...
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D3D11 Clarification about Vertex Normals, Face Normals and Normal mapping

I really need some clarification what I actually need, and need to do in my game engine I've been working on and off on for quite awhile. I've been using D3D11 to render and I'm quite troubled about ...
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Unity UI Line Rendering (UILineRenderer) pixelated

I'm using UILineRenderer to draw curve of the map. The one thing I'm finding is that the drawing is pixelated despite adding more data points. setting the quality in game view to 4K UHD, and ...
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How to program skinned mesh animations with DirectX 8

I am trying to figure out how to use skinned meshes so that I can have 3d models that have bones that I can move myself through the code. I have been unsuccessful finding information about how to do ...
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How do I represent team colors without Pixel Shaders in DirectX?

So I have been programming a RTS game in DirectX, and, of course, there needs to be team colors so that the players are not confused as to which troop is theirs. I managed to give each troop a hue ...
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What is the purpose of tangent and bitangent vertex attributes?

Every vertex of a 3D mesh has position and some optional values like texture coordinates, vertex color, and normal, but also tangent and bitangent vectors. While the purposes of texture coords, vertex ...
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Tiles render a black margin depending of screen size

I have a rendering problem since long time and I don't know how to solve it. I develop roguelike game where I display a 2D TopView map based on a simple png file like this : But, with different game ...
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Level Creation - How to achieve seamless race tracks?

I'm aiming to make a racing game in Unity. Please take a look at the image provided below, and suggest me the best technique to achieve something like it. (Keeping the performance as optimized as ...
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Adobe Animate Visible Masks & Layers for Character Mouth/Teeth Movement

I'm working on animating a characters mouth opening and closing. The layers for this character are currently ordered:Body < Mouth < Teeth. When I animate the ...
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Choosing Number of Points and PPI Resolution To Future-Proof Game Images

I'm working on an iOS SpriteKit game and I'm currently designing some images to be used as character animations in Photoshop. There are many different iPhones with various screen sizes and resolutions,...
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Optimal data structure for managing AABBs to minimize collision check queries

Say I have thousands of 2D Axis-Aligned Bounding Boxes (AABBs), and a single point. I'm checking whether a point is inside a certain AABB before performing some expensive logic. ...
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Drawback of painters algorithm:

We know that to scan convert any polygon first we need to pass any 4 tests of Painter's algorithm. Suppose I have two polygon S1 and S2, which order is S1->S2.we see that all 4 tests are failed. ...
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How to visualize angle of projection in Oblique Parallel Projection?

We know that in Oblique Parallel Projection Point (x,y,z) is projected to position (x_p,y_p) on the view plane.Projector (oblique) from (x,y,z) to (x_p,y_p) makes an angle alpha. with the line (L) on ...
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In what circumstance might I need to output pixels in non-32-bit format?

Among practically existing devices people play games with - PC, mobile, PlayStation, XBox, Nintendo etc. - is there any possibility that a pixel on the screen is not 32-bit, and do I have to consider ...
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Should I be worried about textures higher than 4K?

Upon developing a big project, it just happened that when stitching all the thousands of animations spriteframes of a single character together, the sprite sheet turned around to 2K by 13K texture!! (╯...
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I can't render faces properly in my DirectX11 project

For some reason, only back-faces are rendering, even if I set the rasterizer and stencil buffer and state to any values. Setting D3D11_CULL_NONE, ...
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Do external graphics cards for laptops help decrease compilation time? [closed]

Can modern compilers use the power of a graphics card to shorten compilation time? Or is this solely based on the CPU and RAM? For example, can GCC utilize an external graphics card connected via a ...
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Low FPS in Unreal engine, but GPU usage is low as well

I am running an Unreal Engine 4 project which has many high quality assets. My computer is fairly strong: CPU: AMD Ryzen 5 3600 6-Core GPU: GeForce RTX 3060 SSD: Lexar 500GB NM610 M.2 NVMe SSD RAM: 2 ...
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Testing graphical & network performance of a game

I'm trying to compile a list things I should test to measure whether the development of a multiplayer game is going well. I've put a few links referring to Unreal to illustrate because that's what ...
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How to implement texture slicing

I'm making a simple game in C# and i'm trying to slice my UI images into 9 smaller rectangles, so the image doesn't get stretched when drawing to different resolutions, but i'm having lots of problems ...
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Vertices of each LOD Version is always loaded on VRAM?

Vertices of each LOD Version is always loaded on VRAM? I know Many game engines have feature what Mesh Vertices and Textures LOD. I'm just wondering if All vertices and textures of all(each) LOD ...
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Synchronizing transformation of a Rect class between CPU and GPU

I implemented a Rect class in my custom game engine that utilizes openGL. I decided to approach the whole Rect class design like ...
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Bizarre Viewport bug in Maya 2018

I can't Google for this sort of thing because it's a very difficult error to describe, so asking it here is my last resort. I have to use Autodesk Maya 2019 for the game I am working on, along with ...
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Drawing rectangle with line's causes join artifact with the graphics api

how can I join lines to draw rectangles, I get this artifact like this, here's my code: ...
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Single Shadowmap for multiple point lights

I'm trying to render a scene using multiple point light casting shadows. Currently, If I have more than 1 point light, shadows are wrong. I'm drawing to FBO with a depth cubemap attached to it and in ...
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Does a texture mask need to be the same size as the base texture?

new to game development here. I am working with an experienced 3D modeler and following some tutorials on texture mapping. Apologies if this is not the appropriate question for this forum, but this is ...
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Why do computer graphics applications use piecewise polynomial curves of degree 3 rather than curves of higher-order, say degree 100?

just wondering why is that? can't get my head around it. wouldn't the use of degree 100 be better? I'm really new to this stuff.
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Which algorithms to use for drawing procedural paint splatters?

I want to create procedural paint splatters on textures. I want somewhat similar effect like in Splatoon 2. I think I need to modify albedo image - drawing splatters there. Right now I came up with ...
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Need help with fixing Optimized Raycasting / Line of Sight algorithm

I'm trying to implement collision detection with raycasting for my 2D javascript game. The game uses equally-sized tiles as its level structure so to optimize collision detecton I'm trying to use a ...
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Artificial limitation in games ver. 2? [closed]

So you've made research? Can you show us that research? You don't seem to be that well-versed in game development or software development in general, so perhaps you misunderstood something. Just open ...
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Artificial limitation in games? [duplicate]

I've made a research and found out that without dedicated graphics games use max 50% of each processor's core. And it seems to be an artificial limitation. For a powerful processor 50% is a very big ...
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How do I remove the shinyness from the terrain when using an orthographic camera?

I am having an issue with terrain having a sheen around edges when I set the game camera to orthographic. Changing it to perspective, the shinyness goes away: I have tested with textures from the ...
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OpenGL height map accuracy for planetary rendering

I am trying to implement planetary rendering and I am trying to use OpenGL tessellation to model the terrain. Here is an overview picture using cube faces projected onto a sphere: If I use the ...
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How to a select a single 3D object out of multiple objects using mouse click and move it using mouse drag in OpenGL

I am rendering multiple 3d objects on the screen but i want to select one particular object by clicking on it and then move it using mouse drag but i cant figure it how to do it because on clicking ...
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Geometric clipping of triangles intersecting near plane

I was reading about how rasterization works but there is one topic I can't quite understand. After perspective projection, our point is in clip space as I understand it. Now we test all points in a ...
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What is the proper way to create a camera matrix?

I am having issues when trying to create a camera transform. It seems to have odd distortions and it does not seem to rotate properly, though it will translate alright. While I have seen issues like ...
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1 vote
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Unreasonable CPU consumption for server build with nographics

I have built my game in server mode on Mac OS and attached profiler to it. In profiler I can see unreasonable high cpu load. Other scripts take a lot of cpu time. How can this be optimized? Vsync ...
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Generate vertices of a sphere by using spherical coordinates

I'm trying to generate points for a sphere by subdividing the space of spherical coordinate in res sector and res slices. At first I did my own implementation, but it wasn't working. After a while I ...
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Flat and crispy shading

Im trying to create a mobile game that has flat, bright colors and I want every place to be lightened the same. Like this game: and this is my game's current state: I don't know what the problem is. ...
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In Unity, why does DrawProceduralNow work in OnRenderObject but DrawProcedural does not?

In Unity, if I call DrawProcedural (or one of its variants) from Update() it works fine, but if I make the exact same call from <...
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Flicking issue on Linux build only [closed]

I'm about to release my second game in the next couple of days. A tester now reported that he has a flicker issue running the game on Linux. It´s related to objects like the water, the hex tiles and ...
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Unity: Alpha and color issues with opaque projector/decal shader

I have been attempting to make a simple "overwrite" version of Unity's projector shader. I can either respect the color, or respect the transparency, but not both. I have simplified the ...
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How do I fix this unintentional chromatic aberration on a lightmap?

Some strange rainbow halos (front and left) appear after computation of a lightmap for direct light. The formula is dot * dot2 / ( dist * dist ) * dl->intensity ...
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1 answer
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Find point along x axis where yz plane flips to back facing after perspective projection. Have a solution but don't know why it works

I am trying to find the point along the x axis where a plane with normal pointing along the x axis would flip to back facing after perspective projection. Essentially the red line in this image. My ...
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Opengl in 500 lines barycentric calculation question

https://github.com/ssloy/tinyrenderer/wiki/Lesson-2-Triangle-rasterization-and-back-face-culling I cannot figure out how we go from uAB-vector + vAC-vector + PA-vector = 0 to the linear system with ...
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