Questions tagged [graphics-programming]

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

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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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1answer
73 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: ...
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0answers
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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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1answer
80 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 ...
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1answer
46 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 ...
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2answers
1k 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 ...
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3answers
664 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 ...
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0answers
34 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.
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2answers
68 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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3answers
166 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 ...
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1answer
53 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 ...
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1answer
172 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 ...
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1answer
175 views

How to Render two or more images on video frame in same draw call using metal

I'm new bee to graphics programming and i have an existing code base which basically takes frame from video and passes it to metal shader where effects (like colour changes) happens. Whats currently ...
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0answers
103 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 ...
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1answer
40 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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1answer
91 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: ...
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1answer
92 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
5k 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: ...
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1answer
55 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 ...
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1answer
80 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
99 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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1answer
57 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... ...
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1answer
101 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 ...
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0answers
60 views

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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0answers
17 views

How to animate large and complex sprites with modular parts

I am trying to animate sprites like metal slug bosses. But they can't be animated as regular and squared sprites because the have multiple moving parts at same time. Considering i am talking about ...
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0answers
29 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
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2answers
81 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 ...
45
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1answer
11k 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 ...
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3answers
2k 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 ...
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2answers
587 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 ...
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1answer
320 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,...
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0answers
71 views

What's the difference between bloom and emission?

In my engine, I've implemented bloom but I also want to implement emission because some models that I have come with an emission map. It sounded to me like something adjacent to bloom but I guess it's ...
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1answer
112 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 ...
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1answer
265 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 ...
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9answers
37k 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'...
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1answer
544 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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0answers
81 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. ...
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0answers
379 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 ...
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0answers
28 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: ...
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0answers
71 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 ...
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4answers
921 views

How to make game appear to run faster?

I believe I read somewhere that there is a technique which will make games appear more smooth than they are. I believe it is some visual trick, but I don't remember which one. (It is be something like ...
0
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1answer
130 views

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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3answers
447 views

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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2answers
61 views

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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4answers
4k views

graphical interface when using assembly language

I want to learn a framework to use in assembly. I know that's not possible without learning the framework in C first. So I'm thinking of learning SDL in C and then teach myself how to interpret the ...
2
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1answer
258 views

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 ...
2
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2answers
443 views

Anti-Aliasing Problem

So, I was annoyed by how the HUD for my GameState was very pixel-ated and I wanted to change that through the use of anti-aliasing. However, it works with a small exception: It adds all these lines ...
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1answer
226 views

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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2answers
175 views

Is it possible to create accelerated 3D graphics on Windows using one's own API?

Say I want to come up with a way to replace what OpenGL and DirectX specifications do: communicate with GPU to get some functions done that help hardware-acceleration and rapid drawing of screen data. ...
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1answer
238 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 ...

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