Questions tagged [graphics-programming]

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

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42 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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11 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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27 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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58 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 ...
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2answers
411 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
147 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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42 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
52 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
84 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
62 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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21 views

PBR specular highlight artifact

I am trying to implement pbr and it seems I have an artifact at the specular highlight This is basically the code ...
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35 views

What information should be included in a render command?

I'm writing a 3D renderer for my engine and now that I'm working properly with a scenenode system, I've decided to implement render queues (command lists to some) and render commands. I wanted to know,...
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1answer
41 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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54 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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184 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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24 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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53 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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1answer
60 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
127 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
106 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
210 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
57 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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1answer
190 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 ...
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1answer
180 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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1answer
162 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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1answer
237 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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2answers
63 views

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 ...
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2answers
85 views

Midpoint displacement generating unsatisfactory terrain

Following this lesson for implementing mid-point displacement algorithm for terrain generation. I aim at generating a wavefront(obj) file of the terrain I have an array of dimension (2^n + 1) x (2^n +...
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3answers
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How can bays and straits be determined in a procedurally generated map?

I've got a procedurally generated map using Voronoi cells, with a defined sea level and a believable height map. So far, I've been successful in labelling certain geographic features: land, ocean, ...
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3answers
155 views

weird behaviour doing simple XMMATRIX multiplications

I have the following function: ...
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2answers
205 views

d3d11 renderqueue multi pass rendering design best practice

The goal: issue least calls to d3d11 ImmediateContext and render advanced effects like toon / outline / anything that requires rendering the same vertex buffers with at least two different vertex ...
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1answer
282 views

When does it make sense to use Index Buffers?

The concept of Index buffers is that certain vertices are shared across faces, hence can be reused to save space of duplicated verticies. A vertex is usually more than 12 bytes (depending on the ...
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1answer
147 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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1answer
692 views

Is Frustum Culling and Occlusion Culling used together, or separately?

I am taking a 3D game programming course and my professor provided the class with already-implemented graphics code with OpenGL. The graphics uses frustum culling to remove primitives outside the view ...
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1answer
144 views

How can I seamlessly animate textures across tiles like in Civilization 6?

I am trying to make a much simpler version of the graphic effects we see in the game Civilization 6. This question applies to the graphics on land and ocean tiles. But I first noticed this effect on ...
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2answers
148 views

How to develop custom Unity graphics?

Processing is a Java library for working with computer graphics, providing methods by which to draw primitive objects, custom meshes, etc., as well as mathematical methods (such as Simple Harmonic ...
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1answer
295 views

Polygons depth sorting in Z-buffer

Why is it that the Z-buffer algorithm does not require polygons to be depth sorted to function correctly?
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3answers
5k views

How do I know if I'm abstracting graphics APIs too tightly?

When making a renderer that supports multiple graphics APIs, you would typically want to abstract your code in some sort of low level library that is tied with some graphics API like OpenGL, Vulkan, ...
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1answer
237 views

How to create a decent strategy game without becoming an artist?

I love to make games. But I am not an artist. I never learned to make 2d or 3d models. I spent most of my time on programming. I know there are Game engines for non-programmers. But I am looking a way ...
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1answer
1k views

Rendering clouds similar to Sky: Light Awaits?

I'm interested in adding clouds to my game, with a style similar to those in Sky: Light Awaits You can see them in motion in these videos: (Starts at 26:00) https://www.youtube.com/watch?v=...
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1answer
221 views

Directx 12 Root signature compatibility with pso

Can you bind a different root signature than the one that pipeline was created with? If so does it have to have exactly the same parameters or could it have like one more but the pipeline will ignore ...
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0answers
249 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 ...
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1answer
193 views

Why do GPUs have limited amount of allocations?

I've been learning Vulkan lately and I read that you can allocate VRAM memory only set amount of times and it doesn't matter if it's 2gb or 2kb, why is it? I'm specifically referring to ...
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1answer
169 views

Render moveable entities into 3D isometric world?

I have a separate list of moveable entities, and then the regular 3D map, represented by a 2D array of stacks of tiles. My problem is that right now, I'm rendering my moveable entities after the map, ...
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1answer
1k views

Strange realtime shadows in Unity3D

I'm trying to do realtime lighting, and my shadows are acting very strange. When I project a spotlight out from the camera (like a flashlight in a first person game) my shadows show up as 3D skews of ...
23
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1answer
3k views

Why do transformation matrices always have an extra dimension? [duplicate]

In 3D math I always see matrices with one additional dimension. For example, in 3D graphics, matrices are always 4x4 and in 2d they are 3x3 matrices. Can anyone explain why?
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2answers
525 views

Ordered dithering between “discrete” colors?

I want to achieve color dithering between discrete colors like this: As you can see, there is no gradient, or technically there is, but very discrete as it's only a 3 color image (right bar). So I ...
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1answer
349 views

Does it make sense to do more calculations in the fragment shader if there are more vertices than pixels?

I'm very new to graphics programming, and as I understand it vertex shaders are called per vertex and fragment shaders are per pixel (ignoring anti-aliasing). When it comes to optimization all sources ...
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1answer
64 views

Does GL Memory model guarantees that late Depth Testing accesses depth buffer values in same draw call

Suppose I issue a draw command that draws 3 overlapping triangles (T1, T2, T3). Fragment shader assigns Depth = 3 to T1 fragments, 2 to T2 and 1 to T3 fragments. Depth Buffer is cleared to 0 before ...
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0answers
878 views

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-...

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