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

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19 views

Render “spherical” 2D World without duplicated visuals

I made a "Don't Starve" like 2.5D tile based game. Everything consists of squared tiles and you are able to rotate your camera in 45°. The Textures are in 2D and will show the same face even after ...
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1answer
60 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 ...
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1answer
18 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 ...
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0answers
71 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
24 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 ...
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1answer
26 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
119 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 ...
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1answer
34 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
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1answer
738 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 ...
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0answers
32 views

Monogame Screen Tearing Between Tiles

I've noticed some 'tearing' or gaps appearing between tiles when the camera moves over a tile map, and I have no idea why. I should mention, the game is being drawn to a render target (320x192), then ...
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votes
1answer
58 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. ...
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1answer
69 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 ...
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4answers
105 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 ...
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0answers
32 views

Unity3D Sprite not rendering correctly when it's too small? (Appearing like a blob)

This issue has been tripping me up for quite a while now. I'm using a sprite to mask out a portion of the main camera's output using DepthMask in a 3D scene (http://wiki.unity3d.com/index.php?title=...
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1answer
78 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
67 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
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1answer
74 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
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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 ...
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0answers
27 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, ...
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1answer
112 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 ...
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1answer
101 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 (...
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0answers
28 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
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1answer
71 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 ...
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0answers
61 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 - ...
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3answers
93 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 ...
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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.
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1answer
61 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: ...
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3answers
80 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 ...
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0answers
116 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 ...
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1answer
72 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 ...
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0answers
24 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
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1answer
60 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 ...
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0answers
48 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 ...
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1answer
28 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: ...
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1answer
89 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 ...
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1answer
81 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
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1answer
47 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 ...
0
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1answer
76 views

Intel GPU running faster than Nvidia GTX 1060

My app in its current state renders only 2 triangles to the screen using OpenGL. I am using std::chrono::steady_clock for frame counting. With Intel graphics, I ...
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1answer
101 views

Rendering an isometric tilemap

I have a tile which is 512x256 pixels and I'm trying to render it in an isometric fashion. I have this helper function: ...
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1answer
144 views

What's the use and difference between Forward, Deferred and Physically Based Rendering?

Maybe I'm still confused about my own understanding, Forward Render: render the lighting of an object according to the light source in the scene. (e.g Phong) Deferred Render : render the scene to ...
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0answers
85 views

Rendering model shading to frame buffer/texture for use on another model

I'm currently working on a game with a pixel-art style, but the visuals are accomplished by rendering 3D voxel-style meshes at an angle. Now I would like to add sub-pixel animation to the models by ...
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2answers
193 views

Managing different types of Actors/Entities in a rendering engine

I'm coding a simple game engine using DirectX11, and I'm stuck on how to implement a kind of ECS. Now my rendering system look like this (sorry if the diagram is not real UML, it's just for ...
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2answers
144 views

OpenGL Array Texture generates black texture

I am creating a game using OpenGL that has many textured cubes. I am trying to use an Array Texture to load multiple textures from one file. I tried to setup my texture atlas; however, all that ...
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1answer
161 views

Screen Capture rendered on a RenderTexture in Unity

I have a pretty wild idea for a unity application that would work on a multi-display setup. The app would be running in full screen mode on one of my displays, and the contents of the remaining two ...
3
votes
1answer
76 views

Do I have to take aspect ratio into account, when computing a direction in View Space?

I read an article about implementing a Single-Pass Volume Renderer. After thinking about it, I have a question, which concerns the provided GLSL code snippet of the Fragment Shader. To calculate the ...
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0answers
28 views

Why are my explosions not showing?

I'm creating a space shooter using type script and I don't understand why explosions won't work meaning that nothing is drawn on the screen and I don't understand what I'm doing wrong. ...
0
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0answers
45 views

2D top-down camera for top down games Java

I'm working on a 2D game where you can build houses and factories and progress by doing so. I cannot get the camera to work. The camera must have an area to go out of world bounds (definable as max ...
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0answers
35 views

Render problems (black, purple and blue effects) in old GPU and Unity3D 5.6 project on Unity 2018

Well, I have a PC that has a GPU from 2009, and now I have some problems with a fork. The project was on Unity 5 (2015) and I have upgraded it to Unity 2018.1.0, without any problems. But some times,...
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2answers
154 views

Problem with draw distance in Unity editor 3D view

The Unity editor scene renderer is not letting me get a close-up view of anything. As the camera moves closer, the geometry closest to the camera just disappears. It's as if the draw distance has ...
2
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1answer
299 views

Is there a way to run Unity without rendering the scene on the monitor (headless)?

I am doing some machine learning and I get my environment from Unity in the form of images but the training is taking too long and it keeps me from doing anything else on my system. Is there a way to ...