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Questions tagged [rendering]

The process of generating an image or series of images from a model by means of computer programming.

3
votes
2answers
225 views

What do game developers do when they have to port their DirectX games to PS4/Switch?

I'm not a game developer (hope to be one day though!) and was wondering how devs handle porting their games that use DirectX to PS4/Switch? From what I know neither supports DirectX, only OpenGL, and ...
0
votes
0answers
18 views

DirectX 11 - Rendering to Texture only display the clear colour

I'm attempting to render the scene from the current view matrix onto a texture (currently just for testing purposes) but I can't for the life of me get it to work. Currently all the texture displays ...
1
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0answers
15 views

Instances in the Unity Profiler Timeline

What do Instances mean when you click on an operation in the Timeline section of Unity Profiler? In this example: Total: 11.90 ms (10 Instances)
0
votes
1answer
25 views

Godot: error(10) expected '(' after Identifier

When trying to write up a new shader for a material, I've been trying to create a variable to use to alter speed and test animation. Now, the below outputs fine until I try to assign a value to number....
0
votes
1answer
36 views

“RENDER WARNING: there is no texture bound to the unit 0” When not Rendering Texture

I have a webgl program that sometimes renders textures, but mostly renders triangles or lines. When I am not rendering a texture, webgl gives the warning, "...
1
vote
2answers
113 views

Why does my FPS go down so much when rendering basic sprites?

I have a UWP DX11 application and I've recently removed the vsync and noticed that my fps goes down drastically when I'm only drawing very basic sprites on the screen and I'm trying to learn why this ...
0
votes
0answers
13 views

Line Rendere Default Pink Color still Visible

I am using the line Renderer for shooting in my game. Everything works well except for the fact that the default pink color is still visible. I have a Material set, so I do not think it is a problem ...
0
votes
0answers
14 views

Throwing away inner faces of cubes of a transparent voxel structure in Unity3D?

I want to create a "Building site is (not) obstructed." indicator for my building system. How can I throw away those faces which would be hidden if the material would be opaque?
0
votes
0answers
20 views

What are these circles in the Phong model I'm implementing?

I haven't implemented the Phong model for many times but I'm confident it's correct. The only problem I've noticed is this. Seems like a quantization is taking place somewhere : I'm not sure if it's ...
0
votes
1answer
23 views

How do I draw a rectangle in Pygame?

I am getting the error "AttributeError: 'Rect' object has no attribute 'draw'" with this code: ...
7
votes
2answers
2k views

“DirectX will only draw polygons with an [X,Y] from [-1,-1] to [1,1] and with a Z from 0 to 1.”, What does this mean and how to work around it?

I've been following the D3D11 tutorials on Rastertek to expand my knowledge on rendering which I will need as I want to build my own engine, as a hobby. After finally getting a model to be rendered ...
0
votes
0answers
50 views

Rendering a selected part of the terrain with different shading

I'm trying to understand how to modify the shading of the section of the terrain based on some user selection. In a game like Civ5, when a user selects a city or unit, that area is lit up more than ...
0
votes
1answer
38 views

Set multiple render targets with OMSetRenderTargets using ComPtr<T>

I've recently decided to get rid of pretty much all of the raw pointers from my Direct3D code, and I ran into a problem with using ComPtr<T> template with ...
0
votes
1answer
29 views

Why do I get this weird shadow render error?

Using Unity 2018.2.14/15 I've recently been working on a small project and I encountered a very weird problem. It's hard to describe so here is a picture: Originally I assumed it may be an issue with ...
0
votes
0answers
15 views

Dynamic Vertex Buffer vs Pixel Shader?

I am writing a basic 3D line which has two major factors into what is displayed: A list of points. A point in time. In the case where the line does not care about the current point in time (a user ...
0
votes
1answer
27 views

Player object's model starts to shake after some time

I created a default scene in a new project and imported a model from Unity's asset store and then get this strange behavior of the model starting to shake for no reason after some time after starting ...
0
votes
1answer
74 views

What resolution should I render art for a 3D game for PC?

I hope this is not too stupid a question. I'm making my first game for PC and I'm wondering what resolution I should render the artwork at. It will be a fixed-perspective game, so I'm using a 2D ...
3
votes
1answer
46 views

Fixing T-Junction artifacts in a BSP Editor

I'm starting a little BSP engine, and have begun implementing Brush CSG. Currently I represent my brushes as the enclosed volume of surface planes (like old idTech 3 maps), with a cache for each face ...
1
vote
1answer
151 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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0answers
27 views

How to apply a visual filter to what I am drawing?

I'm looking to apply a sepia filter to what I'm rendering. Perhaps we could just apply the filter to the view or pass it to the draw method to draw everything with the filter (I'm using one draw ...
0
votes
1answer
33 views

Turning on Vertex Attribute Divisor With Instanced Rendering Renders Nothing

When I render with glDrawArraysInstanced with the vertex attribute divisor set to zero, the triangle appears as expected. But when the divisor is set to any value other than zero, the triangle ...
5
votes
1answer
172 views

How do I reduce overdraw in a forest scene with lots of foliage?

Unity comes with an overdraw view that looks something like this: We've probably all seen it, and have probably been advised to check for overdraw. How do you go about actually doing anything about ...
0
votes
1answer
39 views

Unity - Adding a sphere volume to this shader

I'm trying to create a spherical effect around my player that when they walk into range of hidden object, it gradually renders the object. I found a shader that would work pretty well for this. When ...
4
votes
1answer
812 views

Why loss of floating point precision makes rendered objects vibrate?

I'm working on an open-world game. I noticed glitches when I move far away from the origin. The objects seem to be shaking or wiggle. Especially the z-fighting seems to wiggle. And the objects that ...
-1
votes
1answer
73 views

Depth sorting issue

I've been working on a custom tile-based map editor for a while now, and everything works as expected, or so I thought until I've tried rendering the actual map including the dynamic objects as well. ...
0
votes
1answer
72 views

What is the relationship between clipping and the fog of war concept?

I'm currently developing a 2D top down game and recently implemented clipping. I understand clipping in a 2D top down game as rectangle or any other geometrical form which defines a viewport for the ...
1
vote
4answers
118 views

How are semitransparent polygons rendered in the correct order?

It is my understanding that while opaque triangles can be rendered in any order thanks to the Z buffer (especially when rendering in hardware), semitransparent triangles cannot. Instead, they need to ...
0
votes
1answer
93 views

Migrating 2D game from immediate mode to VBOs

I am in the process of migrating away from legacy OpenGL calls in my 2D LWJGL game. Previously I would render each sprite using immediate mode, which was dead easy - bind the texture, add the vertices,...
3
votes
1answer
78 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, ...
0
votes
1answer
152 views

Error code 1282 when calling glDrawElements

I am trying to render my terrain using an EBO, but the function glDrawElements returns an error (1282). I tried to find out what ...
0
votes
1answer
21 views

Display object at different position

Id' like to create impression of shaking holographic image of NPC in Unity 2018, but moving it with transform will cause unnecesary transform-rigidbody syncing, and using Rigodbody.position isn't an ...
0
votes
0answers
31 views

Instancing Meshes With Overdraw Algorith

I am working on a Game Engine(DX11) and we are at a point where we are starting to cull, and order our objects in the scene for rendering order. However, since we want to instance the same mesh, ...
0
votes
1answer
127 views

Minecraft/OpenGL - Create Multiple viewports

I'm working on a project for the game and i have been trying to draw a second smaller "window" that would act like a second camera, independent from the player. I have looked into glViewport however ...
0
votes
1answer
109 views

Queued rendering in LibGDX 2D

In my 2D game project, as well as in LibGDX in general, are a lot of different entities that need to be rendered(static images, sprites, animations, etc...), as well as have certain effects applied (...
1
vote
0answers
33 views

How to composite my UI render target over my backbuffer?

I have two render targets, the back buffer and another target that I am using to draw UI (at the moment this is only a quad on-screen). I have gone through the graphics debugging and checked that ...
0
votes
1answer
78 views

Sun model matrix

I'm playing with sun implementation in my engine and I correctly built model matrix using below order of matrix operations: Translate to camera position. Calculate x and y axis of rotation matrix ...
0
votes
0answers
63 views

How can I create explosions like in Zelda: Breath of the Wild?

The explosions in BotW look spectacular. Here's a video of them in slow motion: https://www.youtube.com/watch?v=bZtaNoUOSDQ It looks like it's not all billboards, but also some volumetric geometry - ...
0
votes
3answers
97 views

Why do we need a depth buffer to display a single 3D cube?

According to a Vulkan tutorial I am following, I will need to create a depth buffer in order to display a 3D cube: However, as far as I understand, depth buffers are used for the Z-buffering ...
0
votes
0answers
35 views

Is it possible to run unity headless in linux/mac? [duplicate]

I need to run unity without rendering the graphics. If anyone around knows how to do it, it will be really helpful.
0
votes
1answer
80 views

Using 3D models in an 2D Game in libGDX

In my libGDX 2D RPG-Game (like Zelda or something) I want to display some items as 3D-Objects. Since I'm using an OrthographicCamera like this: ...
1
vote
3answers
84 views

Draw the HUD just once on the canvas

I am not able to draw only one HUD of my game on a separate canvas, so I do not have to redraw it to each frame, I have four functions, init(), render(), loop() and drawHUD(): init() is my function ...
1
vote
0answers
164 views

How to Load PDF file in runtime using PDF Renderer Asset in unity?

Hello Guys : I am working in Unity PDF Renderer. I will purchased that Asset but i need to Know, How to load PDF file one by one in run time in File path mode but old PDF File will remove and Load new ...
0
votes
1answer
104 views

Using PyOpenGL, can I rotate raw data rather than the current matrix?

I'm trying to create a sort of PyOpenGL renderer for the Bullet physics engine, and at the moment I'm rotating my basic cubes with math in Python. However, if I do the math in Python that's going to ...
0
votes
0answers
31 views

UE4 : Get Normal, Depth and Semantic Segmentation of rendered scene

I started using Unreal Engine 4 to generate a dataset for machine learning. I'm looking for how to generate images containing the following specifications : Depth Map of the environment Normal Map ...
0
votes
1answer
67 views

Artifacts in unity shading

I created block of 3x3x3 cubes, disabled shadows, set directional lighting color to white and ambient to black. And I'm getting this: Any idea what is going on and how to fix it? Effect is visible ...
0
votes
0answers
85 views

Vulkan: Unable to render using multiple view ports

I have been trying to enable multiple viewports in my Vulkan Pipeline but have been unsucsessfull. I used this code sample as a reference point. The problem is that when I attempt to draw two side by ...
0
votes
1answer
30 views

Scale screen space quads (used in font rendering)

I have quads positioned in <0, 1> x <0, 1> coordinates. I use this system for font rendering. In vertex shader I have: ...
0
votes
1answer
172 views

JFrame pack() method

I'm quite new to java. I was developing a game using java and I realized that the position of pack() method can influence rendering. For instance: Frame Class ...
0
votes
1answer
105 views

Reducing texture bindings in LibGDX when drawing text

I'm making custom menus and buttons (I don't want to use scene2D) and I have everything in atlases, but when I draw a button, if it has text, the texture binding is always x2 because of the switching ...
0
votes
1answer
103 views

Graphics2D.drawImage not working

I'm quite new to java. I'm trying to come up with my own game after watching a few video tutorials. However, I encountered a problem where I cannot draw an external image file that I loaded using the ...