Questions tagged [graphics-programming]
Programming related to the visual representation of information on computer screens.
388
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Drawing a filled ellipse in Unity
For my Unity puzzle game, I am looking to draw elliptical "shadows" under certain letters in a Text Mesh Pro text field.
These shadows will have varying widths depending on the width of the ...
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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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Depth func LESS EQUAL not working as expected
How is it possible that a fragment is generated, passes the depth test but isn't written to the current render target?
This is the pixel history I see if I capture a frame in RenderDoc:
The fragment ...
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70
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How do I corretly use a Direct X 12 Root Signature?
I know a Direct X 12 Root Signature tells Direct X 12 how to use the resources between the CPU and GPU, but I'm having a hard time using it.
I tried using it before but it kept failing saying the ...
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Anyone about me how we make games in Android , also about me can we use c# or c++ in blender [closed]
game development in blender with c#
hello everyone about me c# coding for games in blender game engine
how i can use blender in Android because i'm new student in game developement
Also about me how ...
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57
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Why clip in clip space - confusion with Gribb-Hartmann clip plane extraction
I understand to extract clip planes from the perspective matrix one can follow the methodology laid out by Gribb-Hartman as documented here:
http://www.cs.otago.ac.nz/postgrads/alexis/planeExtraction....
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2
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How would I go about preparing my skybox for a z-up world orientation?
**Solved!**
Special thanks to comments from Maximus Minimus and Jherico. Scroll down for the solution made in the shader.
I am working on a vulkan renderer in rust using the ash crate. I would like to ...
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Filtering and aliasing in a scene
I have 4 fisheye cameras and I project them after lens correction onto a 3D bowel mesh.
I'm getting flickering or really like ants are moving in those areas of the scene (top view) of the cameras.
I'...
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In OpenGL, why do people worry that the accuracy of the depth buffer gets worse the farther away?
I'm really new to graphics programming, so I'm learning about depth buffers with this article.
I got that the conversion from View Space to NDC is non-linear, but I think we can avoid the problem by ...
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25
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shader can't read data except position, texcoord, normal
i want to read bone's weight but shader can't read data
this is my vertex type
...
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109
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OpenGL : std140 alignment and uint64_t arrays
I have a problem but I can't figure out what is happenning (I think that there is an alignment problem...), so in my OpenGL application I use bindless textures which handles are sent to the shader via ...
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Drawing multiple simulation ticks in a single render frame
I have a 2D fixed-timestep simulation (a bunch of moving sprites) that ticks several times per render frame.
I would like to render the state of each tick, so that all the ticks between render frames ...
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How to get world coordinates from a 4X4 camera matrix
I have Intel T265 camera which has a camera coordinates system like following diagram:
The camera system has two cameras and the center of the two cameras is the position of the camera system.
The ...
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How to construct a matrix with the following mapping
How would I create a matrix that maps coordinates like so:
Near plane
x: [-3,3] -> [-1,1]
y: [-6,2] -> [-1,1]
z: 2 -> -1
Far plane
...
2
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How to make use of resizable BAR?
From what I understand, resizable BAR (aka. Smart Access Memory) makes it possible to access the whole GPU memory from CPU code. But how can a programmer make use of that?
Is there an example or code ...
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What is GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS?
I am a beginner in OpenGL. I am learning about textures in OpenGL. What I don't understand is how to determine how many texture units are in the GPU. I heard someone said that you can see how many ...
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What does glBlendFunc(GL_DST_COLOR, GL_ZERO); mean?
I need to write a description about a filter method I made but I don't know what glBlendFunc(GL_DST_COLOR, GL_ZERO); means.
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Why are vertices coordinates are always between -1 and 1 in 3D Models
I'm writing my very first 3D rendering engine in C++ using SDL2, and I've been following this book that has multiple code examples that has 3D models with vertices that all have coordinates between -1 ...
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2
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199
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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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412
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Supporting multiple graphics apis
I would like to provide support for switching between both OpenGL and Vulkan in my game (and potentially DX12 later). Currently I only know OpenGL so I am working on that.
I have read a lot of posts ...
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426
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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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1
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218
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Get black bars with framebuffer and glViewport
I have read several tutorials and answers regarding framebuffers and glViewport, but I can't seem to resolve this issue I have. I want to take a low resolution framebuffer (400x225) and place it in a ...
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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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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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156
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Difference between shader input element classification between D3D12 and Vulkan
I'm confused about the difference between the shader input element classifications in D3D12 and Vulkan. For example, in Vulkan I could have the following declarations:
...
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207
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OpenGL: What to do after running glBufferData?
I am interested in understanding a bit more behind how OpenGL does its memory management and what are some good practices before I start heavily coding and back myself into a corner.
The real question ...
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288
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Deferred shading - g-buffer positions, world or view space?
So, i am doing this for the first time. I have a lodded terrain that i would like shade deferred. I have built the g-buffer with positions/normals/albedo/depth and render vertices like I did before ...
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179
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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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Mathematics should I learn for 2D and 3D game programming/development [duplicate]
What mathematics should I learn to become game programer 2D and 3D. From the very basic for beginner until advance
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How to switch career to game engine/graphics programming [closed]
My whole background is related to enterprise applications but I've been thinking of switching my career path from enterprise/business to something that I feel is more challenging and interesting. One ...
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How does cube mapping work?
Based on my reading of cube mapping tutorials so far, my understanding is that you need a direction vector, and from the direction vector we can determine the point of intersection with one of the six ...
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603
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Calculating Directional Shadow Map using Camera Frustum
I'm trying to calculate the 8 corners of the view frustum so that I can use them to calculate the ortho projection and view matrix needed to calculate shadows based on the camera's position. Currently,...
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365
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How to position/transform vertices for 2D UI in shaders?
I am building a 3D engine and have a rendering abstraction that focuses on writing shaders. Most my 3D shaders have gl_Position output like:
...
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3
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337
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OpenGL Rendering Pipeline
I've been learning OpenGL graphics programming and I've decided I'd quite like to make a simple game using OpenGL.
Drawing something in OpenGL, needless to say, is quite the endeavour. However it ...
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200
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Pseudocode for calculating per vertex normals for a trianglestrip mesh
I have a terrain that is defined as a trianglestrip mesh. Now I'm trying to calculate the normals of each vertex but I've realised that my normal way of calculating vertex normals only works with ...
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SDL window crashes when mouse goes below a certain point
I added code to check the rgb values of my surface, and whenever i call the function it seems to work fine! the only problem is that whenever the mouse goes under y = 400 the entire window crashes... ...
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OBB Frustrum Culling in Clip Space
I've been trying for a while to implement a frustum culling method using a per-computed AABB in object space and transforming it's corners into clip space.
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654
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Object Transparency Dithering (as shown in Super Mario Odyssey)
A couple games I've been playing recently all have a similar goal of dithering objects when they approach the near clip plane. Super Mario Odyssey applies this dithering-near-clip-plane effect, but ...
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51
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Gamma adjustment slider implementation
Various online sources talk in sufficient detail about gamma correction. By following them, I achieved a rendering pipeline that looks somewhat like this:
...
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127
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What are the options when float textures aren't precise enough?
I am currently experimenting with rendering planetary scale terrain.
I am generating the terrain on the GPU with noise, and to fix the 32 bit floating point precision problems, I generate the ...
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99
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OpenGL approach to depth-testing-like combination of a large buffer of fragments
I have a depth buffer and color buffer created by another effect. The buffer is more than double my screen size. It is not rendered from geometry, but as a whole it resembles a rendered scene with an ...
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308
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RayCasting with Mode7
I'm trying to join the mode7 algorithm with RayCasting. For mode7, I'm using a simple rotation matrix to implement the rotation. The result is a little strange and I can't fix it. Do you know what is ...
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215
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Can I linear interpolate color along both the X and Y axis of a circle instead of using the distance formula on each individual point?
I've been unable to make it work and I'm not sure whether it's a problem with my code or if this can even be done. I'm sure there is a way to prove whether it is possible mathematically but I don't ...
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3
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How to draw a smoother solid-fill circle?
I'm experimenting with drawing circles and have brute-forced a very simple one:
Pseduocode:
...
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Can a character interact well with surroundings in-game?
I don't have any experience in game programming, but I am currently on programming-related degree, although on a different branch to game design.
I thought about how an environment can come more ...
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Additive Blending and Gamma Correction
Should one do additive blending (aka lightmapping) in linear space?
I tried doing it in linear space, and it became, well, linear and bland, losing that cool HDR-style bloomy effect. Is there some ...
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Mapping a Texture to a 2d Quadrilateral
I want to map a 2d picture onto an arbitrary 2d quadrilateral, for the purpose of particle system. To do that, I split the picture into two triangles, and then linearly interpolated u,v along the ...
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383
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Alpha Blending in Software with Gamma Correction
How does one efficiently implement alpha blending, without botching gamma?
Alpha blending is basically the following expression:
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Fastest Software Gamma=2.2 for RGB?
With gamma=2.0 you can use that Carmack's inverse sqrt hack or a lookup table. Yet all standard graphic formats mandate the use of gamma=2.2, and SVGA framebuffer also requires it. Unfortunately, for ...
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How can I create a .ico file with all the various resolution sizes within one container?
I was looking at this GOG.ico in ffmeg, and was surprised to see all the streams for it...indicating it was holding multiple images in the .ico container or .ico has some kind of self-creation ...