Questions tagged [graphics-programming]

Programming related to the visual representation of information on computer screens.

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25 views

How do you load bitmap data into an array?

Here is what I currently have: ...
27 votes
2 answers
41k views

How many textures can I usually bind at once?

I'm developing a game engine, and it's only going to work on modern (Shader model 4+) hardware. I figure that, by the time I'm done with it, that won't be such an unreasonable requirement. My ...
0 votes
3 answers
350 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 ...
1 vote
1 answer
316 views

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 ...
1 vote
1 answer
43 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 ...
-1 votes
1 answer
175 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 ...
0 votes
0 answers
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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 ...
0 votes
1 answer
158 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: ...
0 votes
1 answer
59 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 ...
0 votes
1 answer
62 views

how are the vertex properties of meshpart decided based on model format in xna

Exactly how the question says , how does the vertex properties like vertex stride and the data stored in the mesh part decided based on the format of a model and how would i determine that and then ...
5 votes
3 answers
754 views

How do I handle Game Screens in LibGDX?

In my game the main screen is the playscreen. But because I want to draw the menu and the gameover screen on top of the playscreen, I don't create separate screens for them. But if I want to replay, I ...
2 votes
0 answers
58 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
122 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
47 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 ...
1 vote
1 answer
456 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 ...
0 votes
1 answer
73 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
87 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
215 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
36 views

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'...
0 votes
1 answer
406 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
0 answers
26 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
124 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
30 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
86 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 ...
2 votes
0 answers
2k views

Dual Contouring - what is it and how to use it?

I'm having trouble understanding Dual Contouring yet and I need some explanations from someone who has first hand experience. I searched all I could before writing this question. I've already read: ...
0 votes
1 answer
3k views

How to load in meshes efficiently into DirectX11

I wanted to know if there was a standard and efficient method to load meshes from a file into DirectX11. Currently, I'm loading .obj's by parsing them in and storing their information into a vertex ...
4 votes
1 answer
1k 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 ...
2 votes
0 answers
41 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 ...
1 vote
1 answer
99 views

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 ...
1 vote
2 answers
2k views

Playstation 4 OpenGL ES support (or Xbox) [closed]

I know that the Playstation 3 supported at least OpenGL ES 1.0, and the Vita OpenGL ES 2.0. But what about the Playstation 4 (and/or the new PS4 Pro)? Does anyone know for certain if it has native ...
0 votes
0 answers
67 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.
0 votes
2 answers
209 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 ...
-1 votes
1 answer
60 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
0 answers
451 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
6k views

Insert 3d text to the front face of a cube GameObject

I want to add a text to a cube in Unity. I have a cube which has a 3d text as a child. I am using the below UnityScript to write on the 3d text: ...
1 vote
1 answer
253 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 vote
1 answer
96 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 ...
-1 votes
1 answer
198 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 ...
1 vote
1 answer
76 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... ...
1 vote
1 answer
221 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 ...
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
158 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 ...
46 votes
1 answer
12k views

Why is shadow mapping the standard?

Though I am a programmer by trade, I have barely touched game development at all. I've had this question for some time, and now that I'm looking into game development I thought it would be a good time ...
4 votes
3 answers
3k views

Ray tracing and Z buffering in graphics

I am a high school student taking computer science as a subject, and someone who is very interested in the game development industry. I am currently writing an essay on Raytracing and Z-buffering by ...
2 votes
2 answers
905 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
629 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
208 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 ...
0 votes
1 answer
520 views

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 ...
50 votes
9 answers
41k views

Why do game engines convert models to triangles instead of using quads?

I've worked using Maya for animation and more film orientated projects however I am also focusing on my studies on video game development. Anyways, I was talking with one of my professor and we couldn'...
0 votes
1 answer
701 views

HDR and Alpha Blending

I've been reading a lot about HDR techniques and came across Alpha Blending compatibility. Searched even more and found this snippet from the Ogre Forums: With source alpha blending, it sometimes ...

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