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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30 views

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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25 views

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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79 views

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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45 views

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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0answers
23 views

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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7 views

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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1answer
27 views

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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1answer
19 views

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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2answers
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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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1answer
57 views

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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1answer
45 views

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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1answer
87 views

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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45 views

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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1answer
42 views

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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1answer
71 views

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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0answers
31 views

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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2answers
92 views

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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77 views

How to make a sprite face the player sprite (pygame 2d)

Basically I have a sprite and I want its front/face to face the player sprite. All the sprites are rectangles/squares and use .get_rect(). I have a base class for ...
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1answer
54 views

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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1answer
306 views

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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1answer
78 views

Flicking issue on Linux build only

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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0answers
47 views

Rendering overlapping normal map textures to a 2d scene efficiently

I am using modern OpenGL to render a 2D non grid/tiled world map. I've generated some simple normal map textures to render over the base world map to provide terrain elevation/detail shading. ...
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0answers
75 views

How does DrawProceduralIndirect use MeshTopology.Triangles?

I'm working on a voxel terrain generation system. Currently I'm running into issues using DrawProceduralIndirect. In the call, you are able to choose how the GPU should render the data you are passing....
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29 views

How does directX API implement supersampling in GUP layer?Does it allocate a scaled-framebuffer other than user-specified framebuffer?

For example,if I create a backbuffer of size 800 * 600 and turn on 4x-supersampling, is it the case that the graphics driver actually allocates a backbuffer of size 3200 * 2400 under the hood then ...
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1answer
122 views

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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43 views

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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1answer
30 views

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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1answer
109 views

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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1answer
81 views

Opengl in 500 lines point in triangle question

https://github.com/ssloy/tinyrenderer/wiki/Lesson-2-Triangle-rasterization-and-back-face-culling I am on lesson 2 of the "Opengl in 500 lines" tutorial. I ...
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1answer
124 views

Where is the Mclip matrix & how do I set it?

According to this article, the Mclip matrix will be used, but I didn't find any function in Directx11 to set this matrix. How do I set it?
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0answers
86 views

Line of sight shader

Strategy games (such as Door Kickers) use a player's unit's line-of-sight as a major game feature. To provide feedback to the player regarding which areas are in view and which are not, different ...
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2answers
84 views

Term for compositing textures according to colors in an index texture mask?

I have utilized a tool for a number of years that uses a "masking" technique to 'texture' a 2D graphic, by which it checks a series of solid colors to specify where to 'draw' textures in a ...
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1answer
50 views

Is it possible to correctly catch up a particle system simulation based on long delta time between many frames?

I have a particle system with a physics simulation integrator based on delta time (elapsed time between frames) which is implemented on the GPU in a compute shader. I also have a frustum culling ...
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1answer
327 views

How to manually render with a given camera in Unreal Engine 4?

I would like to render with any camera at any given time for a Portal clone project. There's a USceneCaptureComponent2D but it renders the whole scene to a texture. ...
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13 views

How can I easily create textured physics objects of different shapes and sizes?

I want to make a 2D game with this art system: Whats the best way to achieve this in Unity? Can I use sprite renderers or do I need quads or something different? Rectangles seem possible and easy ...
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0answers
48 views

Compute Shader vs Pixel Shader

I am pretty new to game development and graphic stuff. I find that compute shader is somehow more powerful and flexible than Pixel Shader for almost everything I need so far. But Pixel/Fragment shader ...
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0answers
24 views

How to test a Unity game with different graphics APIs?

If I don't have a device with Metal, is there a way to test the application with it anyway? And if my device supports both DirectX and OpenGL, how can I tell the application, for example on Windows, ...
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0answers
15 views

Transparent objects in the scene only get lit half way by point light

I have encountered a weird graphics problem, where all of our transparent objects in the scene only get lit half way (only from the y position downward) by a point light. This happens with all of our ...
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1answer
132 views

What is the best way to approach a multi pass rendering system?

I am trying to code a new feature in my engine but I can't find a way to implement my idea, which is the next one. I am trying to get multi pass rendering with more than two passes. I know how to do a ...
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0answers
44 views

GLSL link fails with C9999 (too many buffer declarations?)

I'm receiving a C9999 (*** exception during compilation ***) linker error for an OpenGl 4.6 compute shader. It seems to be related to the number of SSBOs I have declared (14 separate declarations), ...
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2answers
309 views

Getting data from the backbuffer D3D11 using Map [duplicate]

I'm having some trouble using ID3D11DeviceContext::Map() correctly. Here's the whole function so far: ...
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2answers
148 views

Different textures inside and outside a cube in DirectX 11

I want different textures for the outside and inside of a box (cube). The image below shows what I want to achieve. It is kind of an open box, where we can see a different texture inside: I was ...
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1answer
248 views

glfw resizing causing image scaling

I have a quad rendered that extends from the top left of the window to with width of the window that is also 64 pixels high. When I resize the window, from its initial size, the quad and text scales ...
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2answers
193 views

How can I draw orbit paths for a solar system?

I’m trying to make the orbital paths visible for my solar system simulation game. I have most around with trail renderers and solid line sprite but not achieving the desired look I want. I’m hoping to ...
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0answers
33 views

How to generate a star onto a render texture with spherical warping

How would one proceduraly generate a star in a compute shader that looks like one of thes two at any size needed. Also any way transfer this into a spherical map, would be appreciated. Goal is to ...
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2answers
91 views

How to make player seem bigger / world smaller, without changing world coordinates

I am making a voxel game with OpenGl, I've got the major parts working, except the camera seems small compared to the the blocks. How do I make the camera bigger? Do I do a scaling on the model ...

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