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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What is the advantage of using Element Buffer Objects, if any?
I'm following the amazing LearnOpenGL tutorials and noticed that Element Buffer Objects, which were mentioned and used in the Hello Triangle chapter, never appear again. So my question is, is using ...
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How to use "Debanding" option to prevent color banding in a gradient TextureRect?
I want to have a Godot 4.0 TextureRect background with a linear gradient from #18181b to ...
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Is it better to cut floor polygons where they're hidden under objects?
I have a floor that's interrupted by several objects sitting on top:
Would it be better for performance to let the floor polygons extend straight through the footprints of these objects? Or should I ...
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WebGL 2.0: Attaching a shader object to a game object
I'm making a 2d game engine using Java Script and WebGL, both of which I am new to, and was wondering if it was a good idea to use a shader object to initialize the fragment and vertex shader and then ...
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How can I make the water in Unreal Engine 5 clearer so that the rocks underneath are more visible?
I'm trying to make the water in my Unreal Engine 5 project look clearer so that the rocks underneath are more visible. I've attached two images, one is the current look of my water and the other is ...
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How to render picture-in-picture effect with libGDX camera
libGDX cameras are mostly used for layered rendering with different "world unit size," but I wonder is there a way of showing the view of for example a libGDX Orthographic camera in the ...
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Dealing with block corners in a grid-based raycaster
I'm trying to build a simple grid-based raycaster, but I'm having trouble with rendering block corners.
First of all, I want to change the color of all the y-axis walls. But a block's corner belongs ...
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Valve Hammer Editor error message: "The system cannot find the file specified." How do i solve that problem?
i learned how to make maps, but the compiler can't compile the map. I read some online posts, it seems the problems comes from "brushes" and "leaks", things i don't know what they ...
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Raster Graphics vs Vector graphics
There was this game that I used to play when I was a kid. It's named Another World. It was ahead of its time in graphics, it even has real-time cutscenes on the SNES version. That game does not use ...
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How to make backface culling work correctly in both orthographic and perspective projection?
I have a software renderer that I've been building. I just implemented backface culling with the Go code below.
This works with Perspective Projection. But I plan to use orthographic projection.
When ...
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How to reduce required memory when collecting cells in a portal engine that represent open areas?
My engine is based on Cells and Portals.
From the Current Cell, I traverse the portals recursively. While doing so, I cache the clipping rect. When rendering the cells, I use the cached clipping rect ...
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Resample image of sphere to match appearance of rotation
I am rendering sphere to a texture. Now, I have screen space texture, and I need to offset this texture based on screen space movement (dx, dy) and render it to a new texture.
For example, the left is ...
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When calling SDL_CreateTextureFromSurface using SDL2 it sets all other textures to be white boxes
I have a game loop which shows 6 heroes, and 1 is assigned to the user; if the user clicks the left mouse button, I want to spawn a bullet.
All of the heroes show fine and render works when the game ...
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Ambient occlusion formula
I have been reading some papers on screen space directional ambient occlusion and the formula with which AO is formally described such as seen below. We all know this
sum should be between 0 and 1 as ...
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How to replicate the dynamic LOD system for characters from Messiah (2000) in Unity?
I watched this video on youtube and got really curious about replicating the "character system" that it covers. This article linked in the video description goes into further detail on the ...
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Render Sounds (from Animation Notify) in Movie Render Queue
Is there a way to expose the sounds generated (notified) by animations to the Sequencer or Movie Render Queue?
I have a walk animation with sound effects linked to the steps, with characters using ...
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Is it possible to draw billboards from point data held in a compute buffer?
I'm currently trying to show a galaxy and have developed a compute shader that places/moves "stars".
Another vertex/fragment shader reads the buffer and currently places a point at each ...
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How to understand when and where overdraw occurs
I've realized that I don't have a clear understanding of some of the technical specifics of overdraw in Unity. I often work on mobile, where overdraw is much more of a concern than it would be on a ...
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Setting the Stencil Test Function and Stencil Operation for subsequent draw calls in Unity SRP
I'm using HDRP and I would like to extend it without actually modifying HDRP code or writting my own SRP.
I'd like to:
Render some objects with a custom shader
Have those objects increase a stencil ...
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Explaination of Extrapolation from Game Programming Patterns
I'm looking for help because there is one thing from the game loop which I don't clearly understand.
I'm in some way of doing implementation of my own 2D game engine based on book „Build Your Own 2D ...
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DrawMesh() not working as intended in Unity
I rendered some UV unwrapped raw mesh data using a special shader, and Graphics.DrawMesh() to a render texture, but upon inspection the data is wrong (world normal and position).
Left is a vanilla ...
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Fix stuttering with fixed time step and interpolation
I am trying to fix my stuttering by using a fixed time step, but I seem to be missing something because it is not working.
Can someone look at this and see what is missing?
...
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Efficiently pass one uniform value per polygon or quad to the fragment shader in a single batched draw call in WebGL?
I want to render multiple colored quads, with one solid color per quad, using WebGL 2.0 and Javascript. However, this question is probably generalisable to other OpenGL implementations as well.
The ...
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Rendering large objects beyond far clipping plane
Is it possible to force rendering of an object that's beyond the far clipping plane? For example, more realistic "space" rendering, where a large mesh such as a planet should be rendered ...
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What's the difference between post-processing, multi-pass rendering and compositing?
I initially thought that the word "post-processing" referred specifically to the set of techniques aimed at improving a rendered image (like antialiasing, depth of field, bloom and others) ...
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Unreal HLSL semantics
We have some HLSL shader code that uses the predefined shader semantics TEXCOORDX to map input streams. We now want to support Unreal as rendering back-end and see ...
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Desynchronizing MonoBehavior's "Update" from the overall app or UI Toolkit graphic output rendering in Unity?
Is it possible to desynchronize Application.targetFrameRate and Monobehavior's Update() from the graphics output rendering rate ...
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Render Queue Sorting - Best method for generating sorting IDs
I'm trying to implement a method for sorting my renderable items before drawing them into screen. To do so, I have been tinkering with the idea of using an 64 bit key to store the state of each ...
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Make a game with libgdx using only single shapes
I would like to make a simple game that uses only simple shapes to represent the game objects. like circles, rectangles, etc. What is the best way to do this?
What I tried:
Draw the points in a ...
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Multiple viewport resizing
I wonder how multiple viewports are handled in engines in terms of render targets buffers. Especially in the case of their resizing (for example changing the size of windows/viewports in Editor dock ...
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Decal Projector equivalent in unity's standard shader pipeline
I have a script in my Unity project that creates glowing outlines around objects when highlighted in a scene. The shaders don't work properly with the URP or HDRP. However, I want to create a move ...
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LWJGL removing voxel faces that are not visible
I am simply trying to achieve removing voxel faces that are not visible.What I have coded simply renders a chunk of 16x16x16. I already have back face culling enabled, which it does work. so as I'm ...
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Unity URP Water Shader working in Scene View, in the Preview Window... but all white in Game View?
I downloaded an URP compatible Water Shader from the asset store.
First I tried it with 2022.1 but for some reason while in Scene View it looked great, in Game View it's all white. (Sometimes a watery ...
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SpriteRenderer shows stripe artifacts in build
The sprite renderer can render the sprite correctly in the Unity Play mode, but when I build the game, it can't render the sprite correctly, and there are stripes on the sprite.
Here are the ...
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Handling pipeline objects in both DX12 and Vulkan like graphics APIs
I have been using OpenGL and Directx11 extensively for my engine. The thing is, when I wanted to support DX12 or Vulkan, I realized that they collect all the state data in one place, removing the ...
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Not being able to display pygame.freetype text
I'm trying to make a game where the player has to dodge asteroids coming, and I'd like to display the lives. I looked up some tutorials and decided to settle on pygame.freetype. When I run the code ...
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3D Illusion of a 2D Planet with buildings
I recently came across an interesting post on how to create the illusion of a 3d planet using 2d graphics, here it is: link
It is not very difficult to create the planet itself, you add a circle, then ...
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The performance gains of tiled rendering on mobile
I'm making an OpenGL es app on android and I'm trying to improve the performance of it.
I found this technique called tiled rendering (not the same thing as tiled deffered rendering*) wich divides the ...
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Determine if a triangle is on the screen
I am working on a small software renderer, and I want to discard invisible triangles from the drawing process. Let's say I have a screen with resolution of 200x100 pixels. The triangle is defined with ...
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What's the difference between Unity3D rendering pipeline and OpenGL rendering pipeline?
I wanted to write small software renderer that will follow almost the same flow as OpenGL does, but got stuck with understanding of the rendering pipeline. After reading tons of info across the ...
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Why do I still get values from _CameraDepthTexture even if I didn't set depthTextureMode?
I forgot to write this C# code to enable depth from my camera:
...
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Camera not rendering to rendertexture inside class
I have an issue where I created a class to generate a lightprobe atlas texture for me, but the camera don't seem to render properly into teh rendertexture, I have no idea why...
someone can help me ...
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Draw and render a sequence of 3D models with OpenGL
I have an application that will generate a 3D model for a dynamic 3D object (3D mesh + texture formatted as .obj file) at a time, so I end up getting a stream of 3D models (or 4D models?), and I want ...
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Trying to write to GL_R16UI buffer, but everything is zero
I've written some render data to an offscreen RGBA texture, and it works. However, I don't need a full 32 bits to hold this data, so I wanted to convert to a 16-bit buffer where I can just write ...
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Inward looking panorama
I have a 3d model with very complex geometry. I want to bake these details into a texture map. I want to transfer the rendered image of the model to a low poly version. It is like a panorama, but the ...
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Unity UI Line Rendering (UILineRenderer) pixelated
I'm using UILineRenderer to draw curve of the map. The one thing I'm finding is that the drawing is pixelated despite adding more data points. setting the quality in game view to 4K UHD, and ...
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How can transparency be implemented in a Minecraft-like game without sorting the vertices?
I'm working on a minecraft clone with OpenGL and I've been trying to implement the rendering of textures with transparency for several days now with out succes.
What techniques can be used to achieve ...
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Does OIT Rendering work for semi-transparent textures with opaque parts?
I'm Work ing on a minecraft-like game (in OpenGL with c++) and I'm tryping to Implement Transparency for Blocks like windows, ice, leafs and water. I've tried to implement Weighted Blended Order-...
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What is the correct way to combine transforms together?
I have a type called transform in my game engine:
...