Questions tagged [graphics]

A very generic term referring to visual part of a game. Try to avoid unrelevant usage and instead tag for specific graphics type (2D, 3D), API, framework or a library you are using, if possible.

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24 views

Libgdx and Box2D with android studio: Why isn't the ball responding to touch inputs?

public void create () { . . . . . Gdx.input.setInputProcessor(new PlayerControl(camera, BallBody)); } ...
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36 views

What is the proper way to create a camera matrix?

I am having issues when trying to create a camera transform. It seems to have odd distortions and it does not seem to rotate properly, though it will translate alright. While I have seen issues like ...
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Unreasonable CPU consumption for server build with nographics

I have built my game in server mode on Mac OS and attached profiler to it. In profiler I can see unreasonable high cpu load. Other scripts take a lot of cpu time. How can this be optimized? Vsync ...
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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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How to make a sprite face the player sprite (pygame 2d)

Basically I have a sprite and I want its front/face to face the player sprite. All the sprites are rectangles/squares and use .get_rect(). I have a base class for ...
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1answer
51 views

Flat and crispy shading

Im trying to create a mobile game that has flat, bright colors and I want every place to be lightened the same. Like this game: and this is my game's current state: I don't know what the problem is. ...
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1answer
62 views

In Unity, why does DrawProceduralNow work in OnRenderObject but DrawProcedural does not?

In Unity, if I call DrawProcedural (or one of its variants) from Update() it works fine, but if I make the exact same call from <...
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Flicking issue on Linux build only

I'm about to release my second game in the next couple of days. A tester now reported that he has a flicker issue running the game on Linux. It´s related to objects like the water, the hex tiles and ...
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Rendering overlapping normal map textures to a 2d scene efficiently

I am using modern OpenGL to render a 2D non grid/tiled world map. I've generated some simple normal map textures to render over the base world map to provide terrain elevation/detail shading. ...
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How does DrawProceduralIndirect use MeshTopology.Triangles?

I'm working on a voxel terrain generation system. Currently I'm running into issues using DrawProceduralIndirect. In the call, you are able to choose how the GPU should render the data you are passing....
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How does directX API implement supersampling in GUP layer?Does it allocate a scaled-framebuffer other than user-specified framebuffer?

For example,if I create a backbuffer of size 800 * 600 and turn on 4x-supersampling, is it the case that the graphics driver actually allocates a backbuffer of size 3200 * 2400 under the hood then ...
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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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How do I fix this unintentional chromatic aberration on a lightmap?

Some strange rainbow halos (front and left) appear after computation of a lightmap for direct light. The formula is dot * dot2 / ( dist * dist ) * dl->intensity ...
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1answer
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Find point along x axis where yz plane flips to back facing after perspective projection. Have a solution but don't know why it works

I am trying to find the point along the x axis where a plane with normal pointing along the x axis would flip to back facing after perspective projection. Essentially the red line in this image. My ...
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1answer
88 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
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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113 views

Where is the Mclip matrix & how do I set it?

According to this article, the Mclip matrix will be used, but I didn't find any function in Directx11 to set this matrix. How do I set it?
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Line of sight shader

Strategy games (such as Door Kickers) use a player's unit's line-of-sight as a major game feature. To provide feedback to the player regarding which areas are in view and which are not, different ...
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1answer
48 views

Term for compositing textures according to colors in an index texture mask?

I have utilized a tool for a number of years that uses a "masking" technique to 'texture' a 2D graphic, by which it checks a series of solid colors to specify where to 'draw' textures in a ...
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1answer
43 views

Is it possible to correctly catch up a particle system simulation based on long delta time between many frames?

I have a particle system with a physics simulation integrator based on delta time (elapsed time between frames) which is implemented on the GPU in a compute shader. I also have a frustum culling ...
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1answer
97 views

How to manually render with a given camera in Unreal Engine 4?

I would like to render with any camera at any given time for a Portal clone project. There's a USceneCaptureComponent2D but it renders the whole scene to a texture. ...
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How can I easily create textured physics objects of different shapes and sizes?

I want to make a 2D game with this art system: Whats the best way to achieve this in Unity? Can I use sprite renderers or do I need quads or something different? Rectangles seem possible and easy ...
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37 views

Compute Shader vs Pixel Shader

I am pretty new to game development and graphic stuff. I find that compute shader is somehow more powerful and flexible than Pixel Shader for almost everything I need so far. But Pixel/Fragment shader ...
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How to test a Unity game with different graphics APIs?

If I don't have a device with Metal, is there a way to test the application with it anyway? And if my device supports both DirectX and OpenGL, how can I tell the application, for example on Windows, ...
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Transparent objects in the scene only get lit half way by point light

I have encountered a weird graphics problem, where all of our transparent objects in the scene only get lit half way (only from the y position downward) by a point light. This happens with all of our ...
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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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GLSL link fails with C9999 (too many buffer declarations?)

I'm receiving a C9999 (*** exception during compilation ***) linker error for an OpenGl 4.6 compute shader. It seems to be related to the number of SSBOs I have declared (14 separate declarations), ...
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2answers
86 views

Getting data from the backbuffer D3D11 using Map [duplicate]

I'm having some trouble using ID3D11DeviceContext::Map() correctly. Here's the whole function so far: ...
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2answers
107 views

Different textures inside and outside a cube in DirectX 11

I want different textures for the outside and inside of a box (cube). The image below shows what I want to achieve. It is kind of an open box, where we can see a different texture inside: I was ...
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1answer
92 views

glfw resizing causing image scaling

I have a quad rendered that extends from the top left of the window to with width of the window that is also 64 pixels high. When I resize the window, from its initial size, the quad and text scales ...
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2answers
130 views

How can I draw orbit paths for a solar system?

I’m trying to make the orbital paths visible for my solar system simulation game. I have most around with trail renderers and solid line sprite but not achieving the desired look I want. I’m hoping to ...
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How to generate a star onto a render texture with spherical warping

How would one proceduraly generate a star in a compute shader that looks like one of thes two at any size needed. Also any way transfer this into a spherical map, would be appreciated. Goal is to ...
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2answers
83 views

How to make player seem bigger / world smaller, without changing world coordinates

I am making a voxel game with OpenGl, I've got the major parts working, except the camera seems small compared to the the blocks. How do I make the camera bigger? Do I do a scaling on the model ...
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1answer
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How do I prevent buffered image size fluctuation when rotating?

As you can see in the GIF, as the car rotates, as the Car rotates, the size appears to change to fit the determined height and width, what would be the best way to change these in conjunction with the ...
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1answer
244 views

How can I render a font in C with OpenGL?

What I tried: I was testing some things in order to render text with stb_truetype.h and OpenGL in C. I took as a reference the example that appears here. Basically, this example, loads a .ttf file and ...
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1answer
112 views

PyBullet & OpenGL - Rotations are reversed in OpenGL [closed]

Project description: I am writing a basic game engine to help with my PhD topic on multi-agent learning. I am using PyBullet as the backend physics engine and OpenGL for visual display. I have OpenGL ...
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How to decide sprite size for isometric tile textures?

When I draw these textures on screen, I put them in a sprite and specify a width and height to draw the sprites in like this: ...
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29 views

3D visual effects on videos

I'm trying to get some hands-on experience with 3D visual effects on videos. Similar to those AR apps, I want to add a 3D model with effects, say a dragon, to a video. Something like this famous demo: ...
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1answer
45 views

Ocean visible through the island's lake in Unity3D?

I'm working on a puzzle game featuring islands: there is a plane with a water shader, and objects colliding with that plane. Now I'd like to make lakes on the islands, with different (higher) water ...
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2answers
558 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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Find parametric UV derivative? [closed]

How do I find the parametric UV and du and dv of a primitive on a sphere ? Assuming that is all the information you have on the sphere. I want to find the partial derivatives for a primitive if I the ...
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28 views

Artifacts on crosshair in game view with FXAA

I have a transparent grid texture that I am displaying on a quad using the URP's built in unlit/Transparent Shader. The intersections render as desired in the scene view, but have artifacting in the ...
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1answer
73 views

How to create pixel graphics in 3D?

I stumbled across this game on itch.io: Backland After trying to find information on how to accomplish the same graphics, I found this tutorial: Youtube Video How can I accomplish this 3-dimensional, ...
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Question about model loading and textures

I recently learned how to load models with assimp, but I'm confused about something. Assimp loads normal and height vertices, but you can also load height and normal textures. So far, I've done shader ...
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1answer
37 views

Temporary objects in opengl

I want to write a game in which the player shoots projectiles (bullets, etc). Since I don't know how many and when these projectiles will be shot, I wonder how to buffer and render them (and when!). ...
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36 views

How could one go about segmented sprite animation in Unity?

I've been exploring ways of designing characters and I'm interested in this technique. It's used in many retro games, mostly for bosses, like in Gunstar Heroes(Seven Force, that one Block guy from ...
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1answer
73 views

Java - set resolution of game

Hi everybody I am making small game using pure Java 8 and rednering it by Java AWT Graphics2D method . My question is how to make that user can change the quality ...
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33 views

Libgdx storing rendered frames quickly to use them later

I have implemented a gif-button for my libgdx game that allows the player to store the last few seconds of gameplay as a gif. It works by storing frames in memory, and encoding them into a gif if the ...
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Game graphics taking too much memory of 0.5 GB

I am developing a simple 2D game. I have multiple sprites. Each sprite has around 80 png/frames of 265* 256. I used LibGdx's Texture packer to package the atlas. Am enabling mimap using following code ...

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