Questions tagged [graphics-programming]
Programming related to the visual representation of information on computer screens.
398
questions
1
vote
1
answer
68
views
Padding in a vec3f array in WebGPU memory layout
I'm trying to write a WGSL structs parser (sort of webgpu-utils thing). In order to better understand the memory layout, I'm using wgsl offset computer as a helper.
Having the next struct:
...
1
vote
0
answers
70
views
Use of a Global Shaders in Unreal Engine to apply some pre-processing operations
I'm a little experienced in Unreal Engine, but I don't know the Unreal's graphics programming from a very low level. More in details I would like to know how could use an Unreal's Global Shader to ...
1
vote
1
answer
54
views
How should I bind various types of material data to the ray tracing rendering pipeline in DirectX12?
My problem is a bit complicated. When doing ray tracing rendering, all data in the scene needs to be prepared. In addition to texture resources, each object to be rendered will also have its own ...
0
votes
0
answers
77
views
PyOpenGL "Attempt to retrieve context when no valid context" - seems to be Linux specific?
I've been trying to learn PyOpenGL, so I'm still pretty clueless about what's going on. I've been following a video series. I couldn't get it to stop throwing "Attempt to retrieve context when no ...
0
votes
1
answer
135
views
Recommended approach to image rendering on quads for OpenGL-backed canvas
I am working on a vector graphics rendering library for OpenGL in Rust. Currently, the library's API is as follows:
...
1
vote
1
answer
414
views
How to create a ScriptableRenderPass that renders normally, with lighting?
What I'm trying to do: Render GameObject(s) of a specific Layer in my custom pass. I want to do something more later, but I'm just trying to get it to render exactly as URP would for now.
I'm just ...
0
votes
1
answer
49
views
moving an object around a Circle [closed]
I am going to draw a shape like a gear, how can I move a tooth around a circle?
Something like the image below :
For example, I need to draw 20 teeth at equal intervals around a circle with a ...
0
votes
1
answer
90
views
Tessellation shaders not working, no objects drawing on screen
Using this tutorial https://learnopengl.com/Guest-Articles/2021/Tessellation/Tessellation and this tutorial https://www.youtube.com/watch?v=21gfE-zUym8 I implemented tessellation shaders that I haven'...
0
votes
1
answer
50
views
Why does Radiosity Normal Mapping use 3 directional components and not 5?
I have read the HL2 Paper and Presentation for Radiosity Normal Mapping.
I am currently trying to implement it myself. I already managed to generate a single radiosity lightmap by drawing a hemicube ...
0
votes
1
answer
85
views
What is the process of making a chracter creator like black desert in godot/unity?
example
I get the point of switching heads or other body part models as long as they are all attached to the same bones then the animations will work, but what about changing the color of lips, ...
0
votes
0
answers
92
views
Gaussian blur only blurs the interior of primitive?
I cannot work out why my blur shader based on this example affects only what's inside the illuminated sphere. Below is the loop I'm using to blur an HDR framebuffer 5 times horizontally and vertically
...
0
votes
1
answer
150
views
Unity Shader - Moving one texture around and on top of another texture
I have a shader that applies a texture to a sphere with lighting, making it look like a nicely lit planet:
The code for my shader is here:
...
0
votes
0
answers
163
views
How to do perspective transformation of linear depth in vertex shader
I know mathematics of perspective transformation.
...
1
vote
1
answer
161
views
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 ...
2
votes
0
answers
150
views
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 ...
0
votes
1
answer
733
views
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 ...
0
votes
1
answer
57
views
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 ...
0
votes
1
answer
379
views
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....
0
votes
2
answers
270
views
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 ...
4
votes
1
answer
674
views
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 ...
0
votes
0
answers
41
views
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
...
0
votes
0
answers
258
views
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 ...
0
votes
1
answer
40
views
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 ...
1
vote
0
answers
263
views
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 ...
0
votes
1
answer
76
views
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
...
3
votes
0
answers
233
views
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 ...
4
votes
1
answer
2k
views
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 ...
0
votes
0
answers
127
views
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.
-1
votes
1
answer
67
views
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 ...
0
votes
2
answers
523
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 ...
0
votes
0
answers
894
views
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 ...
1
vote
1
answer
749
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 ...
1
vote
1
answer
548
views
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 ...
-1
votes
1
answer
258
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 ...
1
vote
1
answer
106
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 ...
0
votes
1
answer
220
views
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:
...
1
vote
1
answer
432
views
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 ...
-1
votes
1
answer
330
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 ...
0
votes
0
answers
31
views
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
0
votes
2
answers
285
views
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 ...
3
votes
2
answers
1k
views
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 ...
2
votes
1
answer
1k
views
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,...
0
votes
1
answer
1k
views
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:
...
0
votes
3
answers
539
views
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 ...
0
votes
1
answer
343
views
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 ...
1
vote
1
answer
127
views
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... ...
0
votes
0
answers
287
views
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.
...
4
votes
0
answers
1k
views
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 ...
0
votes
0
answers
73
views
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:
...
0
votes
0
answers
207
views
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 ...