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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1answer
14 views

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
20 views

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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0answers
39 views

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
63 views

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
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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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0answers
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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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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
32 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
51 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
288 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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28 views

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
135 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
87 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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0answers
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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
52 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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0answers
45 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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0answers
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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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0answers
41 views

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
75 views

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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24 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
50 views

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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30 views

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
27 views

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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0answers
14 views

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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0answers
100 views

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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46 views

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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1answer
29 views

Bake a heightmap from Editor

I want to implement a heightmap-based water simulation algorithm in Unity. I know exactly how I would approach this in pure low-level C++ and OpenGL (and also Shadertoy), and most of it is ...
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0answers
28 views

An ECS rendering system [duplicate]

I'm planning to implement an ecs system for my game but i have foreseen a problem. How will a rendering system be able to render entities in the correct order based on their depth component? What ...
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What is the best way to bake my own environment maps?

My engine has support for IBL by using pre-obtained HDRIs. It looks fine, but... I want the environment map to match the scene that is currently being rendered I want the environment map to take the ...
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1answer
161 views

How to draw grass sprites without using gameobjects?

I am making a rimworld-like procedurally generated 2D game using Unity's tilemap system. Just like tiles, I also have to procedurally generate grass and trees. Each grass instance should have logic ...
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0answers
36 views

What is the math to project a 3D object's center onto a 2D plane?

What I really need is the x,y of the object when it is outside of the screen: I'm actually coding a UI in Objective-C, not a game. In this different kind of UI you navigate a 3D space with objects. ...
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1answer
303 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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2answers
78 views

How do you have the clothing mesh hide the body mesh underneath?

How do you have the clothing mesh hide the body mesh underneath, to prevent odd patches of body from sticking out in tighter modular clothing? Is there some sort of shader trick that can have the ...
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0answers
44 views

How to make a point light cast shadows in realtime?

I have a solar system... The central star has a point light attached to it. However, objects don't cast shadows on each other... Planets are < 20 units from the star, so it's not a light falloff ...

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