Questions tagged [graphics-programming]

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

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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 ...
Sharpirate's user avatar
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 ...
Taras Palczynski's user avatar
4 votes
0 answers
103 views

Tangents face the same direction on opposite sides of mesh

I have noticed that the tangent vectors that I am calculating are not always facing the correct direction. The tangents on the left and right of the mesh both face the same direction. Here is a ...
usm's user avatar
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4 votes
1 answer
581 views

Java Slick2d lighting using Raycasting

I am trying to make a top down view game in java using the Slick2d library, for lighting I wanted to do something like this : http://www.redblobgames.com/articles/visibility/. I was wondering if there ...
user3558075's user avatar
3 votes
0 answers
280 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 ...
thalm's user avatar
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3 votes
0 answers
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ray-casting, floor-casting part fails

I'm currently working on a ray-casting engine in Java and I can't figure out what's wrong with my code. For the learning and theory I use: The permadi tutorial: ( https://permadi.com/1996/05/ray-...
atanii's user avatar
  • 137
3 votes
0 answers
850 views

How can I create a wind visual effect like Ori?

I'm working on a mobile game in Cocos2D. The game mechanic is very similar to Ori and the Blind Forest's parachute (Kuro's feather) mechanic. I want to be able to render a visual effect for wind ...
blastb's user avatar
  • 31
3 votes
0 answers
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Can I use a shader with 2 different textures in Cocos2D (x)?

We are evaluating a variety of different graphic engines for use in our game and we want to be able to use 2 different textures for many of our sprite maps. One sprite map would be the standard RGBA ...
David's user avatar
  • 131
2 votes
1 answer
185 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 ...
leone ruggiero's user avatar
2 votes
0 answers
382 views

how to calculate smooth normals for 10,000,000 vertices?

I am trying to calculate smooth normals with angle weight for a huge mesh with 10 million vertices. Currently, i am using map/dictionary to store the traingles connected to a vertex. That is, for each ...
Pravinkumar's user avatar
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: ...
Arthur 'Gibraltar' Condino's user avatar
2 votes
0 answers
139 views

uv tiling and offset for uvs not min-max 0-1

For the purpose of the question, a unit = 1 meter. So, I have a triangle strip that is 4x8 meters (for argument's sake; it is procedurally generated by player). I also have a texture which is ...
dmarra's user avatar
  • 161
2 votes
0 answers
685 views

How do you tell OpenGL ES 2.0 to use a texture as the depth buffer?

I want to render a scene with an outline post processing effect in OpenGL ES 2.0. First I render all the opaque objects. Then I use a post processing shader for silhouette detection that uses the ...
Gabriel's user avatar
  • 21
1 vote
1 answer
103 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: ...
Michael Sazonov's user avatar
1 vote
0 answers
140 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 ...
Giuseppe's user avatar
1 vote
1 answer
81 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 ...
AshenvaleZX's user avatar
1 vote
0 answers
288 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 ...
Nick X Tsui's user avatar
1 vote
1 answer
648 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 ...
Vinícius Biavatti's user avatar
1 vote
0 answers
32 views

How can I load a file in memory on the Apple IIGS?

I recently got an Apple IIGS and have it booting GS/OS off of a compact flash with 10 32MB ProDOS volumes. It's a great little setup and I've installed ORCA/M, 816 Paint, Merlin 16+ and Complete ...
Alexis Purslane's user avatar
1 vote
0 answers
265 views

How do I deform a texture?

I'm using LibGDX, and I don't know where to start; I would like to deform a texture. Let's say I have a PolygonSprite, and I have vertices and a texture. Image 1 represents what I have. I would like ...
lesamgames's user avatar
1 vote
0 answers
64 views

Concerns about using a 3D tileset grid

I'm thinking of implementing a 3D tile system for my engine, and tie it to it's world streaming system as well. As in, using it for it's terrain for an open world in an engine that theoretically can ...
moonshineTheleocat's user avatar
1 vote
0 answers
580 views

OpenGL textureGather and DirectX gather

These functions sample multiple RGBA pixels but return only a single component. OpenGL: https://www.opengl.org/sdk/docs/man/html/textureGather.xhtml DirectX: https://msdn.microsoft.com/en-us/library/...
Alan Wolfe's user avatar
  • 2,353
1 vote
0 answers
352 views

Texture artifacts depending on texture size

I get some strange artifacting with textures depending on their size. I run OpenGL 3.3 with an GTX 580 so it should definitely support non power of two textures. I've narrowed down the problem ...
user avatar
1 vote
0 answers
88 views

Why does XNA create two GraphicsDeviceManager services?

While working with XNA today, I looked at the debugger information for Game.Services to retrieve the GraphicsDeviceManager so ...
Kyle Baran's user avatar
1 vote
0 answers
231 views

Batching Homogeneous Render Objects in XNA, 2D Component-Entity Engine?

I've been working on my component-entity engine for about 3 months now, and have managed to get nearly every constituent system working with little effort or compromise. My system has the following ...
DaveStance's user avatar
1 vote
1 answer
51 views

Creating VR Headset Video

So I have a video stream of known resolution and I have a VR headset via HDMI at a known resolution. Is there an existing library to create the slight fisheye and side-by-side layout for these ...
uMinded's user avatar
  • 111
0 votes
1 answer
60 views

Setting up perspective projection in OpenGL

I'm trying to set up perspective projection in OpenGL but it doesn't work ...
DDD's user avatar
  • 11
0 votes
0 answers
26 views

Efficient Implementation of Dynamic Snake-Like Body in UE5: Seeking Advice on Optimized Approach

Platforms: iOS, Android, and PC. I want to implement a snake body that can dynamically grow in length, narrow, and bend (simulate body movement, similar to bending in an arc). I'm using UE5, and ...
Toki.u. Doki's user avatar
0 votes
0 answers
229 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 ...
brododragon's user avatar
0 votes
0 answers
96 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 ...
Sina Dasht's user avatar
0 votes
1 answer
191 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: ...
Cato's user avatar
  • 83
0 votes
0 answers
211 views

How to do perspective transformation of linear depth in vertex shader

I know mathematics of perspective transformation. ...
JiangnanLong's user avatar
0 votes
0 answers
43 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 ...
문형준's user avatar
0 votes
0 answers
295 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 ...
MacEquette's user avatar
0 votes
1 answer
78 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 ...
user3346597's user avatar
0 votes
0 answers
141 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.
achilles's user avatar
0 votes
0 answers
1k 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 ...
MasterReDWinD's user avatar
0 votes
1 answer
233 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: ...
0xbadf00d's user avatar
0 votes
0 answers
327 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. ...
BioAbner J's user avatar
0 votes
0 answers
75 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: ...
ZalewaPL's user avatar
  • 113
0 votes
0 answers
216 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 ...
Raouf's user avatar
  • 93
0 votes
0 answers
2k views

How to use Graphics.DrawProcedural to render a quad over a scene?

I want to learn this so I could do some screen space particles in Unity. This is meant as a sort of "hello world" shader. my current script is: ...
Andreas's user avatar
  • 395
0 votes
0 answers
129 views

Tilemap not rendering properly

I'm making a single-screen scrolling platformer (OpenGL/SDL) and I've made a tilemap out of a 2D array, pre-sized with variables of the LEVEL_HEIGHT and ...
loremIpsum1771's user avatar
0 votes
0 answers
578 views

Is it reasonable to generate mipmaps on the color attachment of my framebuffer in realtime?

I'm looking into hdr tonemapping and so far all the equations I've found result in really, dulled results. One i haven't tried uses an average luminance of the image. The pdf I've been reading ...
NeomerArcana's user avatar
0 votes
1 answer
235 views

Why is my transform stretching?

I've read a lot about transformations: model to world space, world to camera space and projection transformationsl but when programming it, I can't get things right. I think I'm missing something, so ...
Paulo Marcio's user avatar
-1 votes
1 answer
272 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 ...
Bluebomber357's user avatar
-1 votes
1 answer
372 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 ...
Loki's user avatar
  • 1
-1 votes
1 answer
259 views

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 ...
SmugLispWeenie's user avatar
-3 votes
1 answer
143 views

I need to make a create-a-class system like in COD

I need to make a create-a-class system like in COD but I don't know what code I need. I am also wondering if I have to make a photoshop image for every way it could look or do I type in the code to ...
Dimitrey's user avatar