Questions tagged [rendering]

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

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matter.js lagging [closed]

i am trying to use matter.js to build games but i am facing problem in adding pictures to the bodies.. i tried the method (body.render.sprite.texture) but the game lagging when i disable wareframes, ...
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Rendering between two DrawMeshInstanced() calls in Unity

I am working on a 2D shmup that requires rendering thousands of animated bullets and animated medals on screen at the same time. I use a standard pooling method to activate and deactivate these ...
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3D projection, Similar to SceneCapture2D

I would appreciate some help, I was wondering if it was possible in UE4 to do a "3D projection" of a scene, Similar to what SceneCapture2D does, but the viewer can see a 3D scene (with a ...
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why does my mesh render on top of UI?

I've got some UI elements and a 3D mesh imported from blender. I've tried stuff like sorting layers, so that I render my 3D mesh below a canvas UI element(side panel), for which I put my 3D mesh ...
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1answer
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How to re-render the scene only when something changes in Unity?

I am building a social/chat/dating app which I would like to build in Unity as I want some 3D graphics, geo-location functions, and possibly mini-games you can play together with others. From a ...
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Opengles glBindBufferBase has weird performance issue

I am now doing some optimization for rendering process. I notice that in my game some objects is totally static and never changed. In my old way, I will create a uniform buffer every frame, and put ...
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1answer
50 views

How to disable motion blur in unity HDRP

This is probably a really simple question, but I just started trying to use Unity's HDRP, and was wondering if there was a way to remove the intense motion blur when moving the mouse. Basically, is ...
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1answer
48 views

How to perform 2D vector graphics operations in Unity

I am currently working on a game that is drawn completely by 2d vector graphics operations like e.g. drawRoundedRectangle drawPolygon fillRect withBlur How can I perform such vector graphics ...
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1answer
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How to update constant buffer patially in OpenGLES

I am wondering what does glMapBufferRange actually do? I am accessing my constant buffer like this way: ...
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Approximate doom/heretic-style freelook distortion with modern graphics APIs

Currently working on a doom-like engine with fewer technical limitations, and looking into rendering techniques. I'm aware doom's a raycaster, and I want to capture a similar look but with modern ...
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Use VSSetConstantBuffers or VSSetConstantBuffers1?

I am wondering what is the performance difference between 2 constant buffer strategies. For example, in my scene, there is a lot of objects. Some of them are static and others are not. Strategy 1: ...
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Z-Fighting mitigation performance overhead

Which of following approaches will have less performance overhead(using threejs renderer)? I am currently have an issue with z-fight for distant objects, while my near/far plane is already set to most ...
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Vertices of each LOD Version is always loaded on VRAM?

Vertices of each LOD Version is always loaded on VRAM? I know Many game engines have feature what Mesh Vertices and Textures LOD. I'm just wondering if All vertices and textures of all(each) LOD ...
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1answer
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gl.drawArrays() not rendering whole mesh

I have a mesh that is generated using the marching cubes algorithm that is drawn using gl.drawArrays(), however the whole mesh isn't rendered, only part of it. I checked if the count I was specifiying ...
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1answer
84 views

Enabling anchors in gameplay mode

Basically, I was attempting to write a piece of code that alters the position of an object dynamically, so, I think moving anchors around would also be necessary. If I move them around dynamically, it ...
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What is a natural way of rendering dynamic (partially view dependent) GUI elements?

My question is really about low-level rendering techniques, but I'm going to illustrate it with a high-level GUI example. I'm not so much interested in GUI design, but rather in some basic concepts ...
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1answer
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Improve cube rendering performance in lwjgl

I've been coding a minecraft-like game in lwjgl using cubes. I've reached a point where I can render 6 chunks of blocks before it starts lagging. I've searched online for optimizations and one of the ...
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1answer
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Not understanding how indices and texturePositions are mapped to vertices in LWJGL

I've been following this tutorial on OpenGL and LWJGL and at some point three different lists are introduced without really explaining how they interact with each other. Can someone explain how it ...
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2D Armor/Weapon System (Paperdolling)

I´m currently working on a 2D RPG where you should be able to compose your character from diffrent armor/weapon parts. For example the character can wear a "wooden helmet" and a "chain ...
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1answer
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How is this lantern glow effect achieved?

I was wondering if anyone knows how this lighting effect is achieved. It's clearly not a bloom shader. My best guess right now is that it's a billboarded transparent sprite, which is animated to give ...
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1answer
27 views

Single Shadowmap for multiple point lights

I'm trying to render a scene using multiple point light casting shadows. Currently, If I have more than 1 point light, shadows are wrong. I'm drawing to FBO with a depth cubemap attached to it and in ...
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Prediction in deterministic netcode: Mixing predicted and non-predicted elements in display code. How do?

This one is a bit complex. So, I'm working on an FPS game that uses deterministic lockstep netcode, it can predict certain things like the player's own movement, weapon firing, and sounds. Entities ...
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47 views

Simple Unity 2d pixel art animation - Why is my sprite distorted and moved to the right when animated?

Need some help w/ weird problem during basic 2d animation. I have the following hierarchy: Where ritual is animated to translate deerhead up and down, shift color of pentagram, and pentagram is ...
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1answer
33 views

Scene graph with camera

I need help with a little problem in my project, in which I have a scene graph with the intented camera like this: MovementNode Camera Node Mesh Object My problem is that I have the propagation of ...
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1answer
57 views

How resource-intensive is the java.awt.Graphics2D object at different screen resolutions?

I'm currently making a 2D RPG in pure Java (yes, I know other frameworks/engines exist xD). I just created a resizing algorithm and I've noticed that different resolutions result in different FPS ...
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4answers
291 views

Why do games run slow on CPU

Maybe my question sounds naive because I'm not a game developer but I dont see objective reasons for this. An average cpu is in times more powerful than an average gpu like a few graphics cards in one....
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Ray tracing Bug with Diffuse material

I am trying to do ray tracing in python (following the tutorial given in Ray Tracing in a weekend). Basically I am shooting rays from eye and the recursively bounce around, each time they hit ...
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How to automatically select a graphical quality level?

I'm making a game that lets the users choose their graphical settings, with the usual categories: low, medium, high. I want to implement an "auto" category, and decide what the appropriate ...
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1answer
193 views

What's the best way to draw gizmos in build

I currently use Unity gizmos for many debugging purposes, but I'd like almost all of them to be visible to the player in-game (when the game is built). For example, when a player is dragging to place ...
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1answer
29 views

Unexpected white pixels when using terrain painting brush

I have two texture layers in my terrain. When I paint the second layer on the base layer the results around some of the the joining areas will be like: I can remove it by carefully painting over it ...
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1answer
97 views

OpenGL height map accuracy for planetary rendering

I am trying to implement planetary rendering and I am trying to use OpenGL tessellation to model the terrain. Here is an overview picture using cube faces projected onto a sphere: If I use the ...
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How to reduce code duplication in a cross-platform renderer without tying the interface to one specific API?

I'm working on a game engine as a fun project over the spring+summer. I've decided that to allow myself to explore rendering APIs I'm unfamiliar with, and force myself to write reusable code, I'd ...
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When a Render Pass decides what textures it needs, how are shaders written?

I am studying render graph architectures (I've seen the Frostbite presentation). A RenderPass has outputs (i.e. textures you draw to) and inputs. How are these inputs bound to the internal pipeline ? ...
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How realistic are procedural textures in sandbox?

I'm working with Unreal and want to make a Minecraft-Style Block-Sandbox with HD-textures. Since at that resolution the repetitive pattern becomes too noticable, I'd like the game to generate the ...
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1answer
53 views

How to either draw a group of tiles completely behind or completely in front of a player?

Say you're rendering a 2D top-down tile map and there are some objects in the tile map that the player should be "in front" of when below them, and "behind" when on top of them. ...
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Weird "jiggly"/"warping" effect on my tiles

I need help with a problem I'm having in Unity regarding a "jiggly"/"warping" effect. It is a strange effect which occurs when I move my sprite character and makes the tiles have ...
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59 views

SDL 2 SDL_BLENDMODE_BLEND way faster. Why?

I was just tinkering around with a simple ecs, when I noticed drawing like 20,000 rectangles killed my framerate (~10 FPS). I thought ok, maybe it's just too many. Later I wanted to draw them ...
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Unity: Record real time game play in high quality using offline rendering?

I'm looking to record Unity gameplay at really high quality (360 Stereo 8k 120 fps). I can't do this in real time due to the GPU resources required so I need to do offline rendering (frame perfect ...
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Masking cameras for Voronoi splitscreen

I would like to mask a camera to only render to a certain (non-square) region of the screen, to be used as an overlay, for splitscreen, or any other application. The goal is obviously to prevent any ...
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2answers
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Vertexes passed to OpenGL becoming zero

I've got two methods of test code. The first uses a single VBO with the vertices and texture coordinates interwoven to draw a square to the window. The second uses an array of three VBOs to define the ...
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Drawing pixels with SDL2 advice, is it fine to draw them one by one on the CPU?

I want to make a raycaster and I figured out how to open a window and draw pixels to it with SDL2, but the way I am doing it now just doesn't seem very efficient, I figured out how to do it from ...
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26 views

Converting to LWRP in unity leads to everything being purple

I was trying to use Unity's shader graph which leads me down the path of needing to convert to lightweight render pipeline. When I did I found everything is now pink, not just one or two assets like ...
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2answers
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How to give a certain scene different preference settings then other scenes unity

In my unity game that I am creating there are 4 scenes. 3 of those scenes rely on a backdrop because they are the main menu, death screen and the escape screen(for when you escape the place). ...
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Rendering 10M point that changing position (individualy) at 30Hz

i'm able with openTk (vb.net) to draw 10M of points adn rendering it. The problem is that the bind operation take 114mS on every frame refresh. I need to refresh the position at 30 Hz , so what can i ...
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How can I get my physically based sky to be blue all the way down?

I'm rendering with a physically based sky. I want to get a very simple light blue background but below the horizon the sky becomes grey/brown. How can I get it so that the sky is blue all the way down?...
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1answer
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How do you simulate UV light and materials with UV-reflective/fluorescent properties within a PBR renderer?

I have a PBR setup, say, in Unity (or Unreal, doesn't really matter, I'm asking about the general principle, not specific implementation), and I would like to add a UV light source, and have control ...
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Adding lighting to custom vertex shader in Unity

What's the simplest way to add shadow functionality based on the modified vertices, nothing I've found online seems to work ...
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For drawing many layered 2D tiles, should one use the painter's algorithm, or Z-buffering?

Sorry if this question doesn't make sense, I'm still very new to WebGL / OpenGL. Basically, I'm trying to draw a tilemap similar to the one in Stardew Valley. Here's a screenshot from that game: https:...
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SpriteRenderer.flipY not functioning

The problem I'm having is that my script, which has access to the spriterenderer on my gameobject, won't flip the sprite when I directly type "sprite.flipY = true;" at the end of my ...
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How to draw the player standing behind a tree in an Entity Component System?

I'm making a top-down Javascript canvas game using the Entity Component System architecture. For an entity to be drawn on the screen every frame, it needs a ...

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