Skip to main content
Share Your Experience: Take the 2024 Developer Survey

Questions tagged [rendering]

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

Filter by
Sorted by
Tagged with
0 votes
1 answer
58 views

How to compute screen-space error for LOD selection?

I'm developing a LOD selection system and I would like to select a LOD level based on screen-space error. Could someone explain how I can accurately compute the screen-space error?
Giuseppe's user avatar
0 votes
1 answer
28 views

Update index buffer in Vulkan at run-time

What is the proper way to update at run-time the index buffer in Vulkan? Many thanks
Giuseppe's user avatar
2 votes
1 answer
72 views

How to check if an AABB is behind another AABB while isometric depth sorting?

I have an isometric scene in a custom engine where my world sim is 3D, but I'm rendering sprites. To depth sort, I follow the approach in this blog post. Basically: wrap each sprite in an AABB, then ...
Archduke's user avatar
3 votes
0 answers
288 views

Avoiding z-fighting when reimplementing Freescape games

I need to avoid z-fighting in exactly co-planar surfaces that are too close to the other solids. I'm re-implementing the Freescape engine in ScummVM (all my code is open-source, available here), and ...
Gustavo Grieco's user avatar
2 votes
2 answers
105 views

In a modern game engine, what parts of the rendering process needs to be handled by the CPU?

In older systems, the CPU calculates the final vertex positions and feeds those, along with material properties, color, lighting info and uv position for each vertex and the GPU renders the image ...
NMITIMEN's user avatar
0 votes
0 answers
23 views

Terrain and SpeedTree objects render correctly in Editor, but not in Build in both Legacy and URP

The game runs and shows perfectly in Editor, but when I make a build, terrain and some other objects become invisible. This happens the same in both Legacy (Standard) and URP. I tried to create shader ...
Faizan Khan's user avatar
0 votes
0 answers
40 views

Why is SRP batcher breaking GPU Instancing?

So I was making this demo scene where there are tons of shells(green little rectangles), and they come from a prefab with shader and material that supports GPU instancing. But when I check the ...
Bobo's user avatar
  • 1
0 votes
1 answer
48 views

Load vertexes from an obj file

I do have a problem with loading my vertexes. When I debug my code. I find out the vertexes are loaded. But when i use render doc, I found out the vertexes are not loaded. Only the first line of my ...
mueoc mueoc's user avatar
1 vote
1 answer
61 views

How to use Subviewports to render a texture for Sprite3D?

Godot 4.2 Background: In my game prototype, I have a following player entity: Paperdoll2D has a script that dynamically adds the weapon/armor/etc Sprite2D nodes to the main sprite to "dress-up&...
Noideas's user avatar
  • 17
0 votes
2 answers
71 views

Splatoon like gun in Unity

I want to create a 3D Top Down Battle Royale game in Unity and wanted to add a mechanic to color the floor, walls and ceiling, just like in Nintendo game Splatoon. I know that you can color a 3D shape ...
CheckerT's user avatar
0 votes
1 answer
58 views

Textures still show as opaque even when alpha is multiplied by zero

I'm having a some problems with blending in OpenGLES2.0 I'm drawing a texture above a framebuffer (with ARGB channels). When I draw a transparent texture over a solid color, the alpha channel is ...
Gabriel Machado's user avatar
0 votes
0 answers
45 views

BRDF and Point Light - Abrupt Shadows

I'm following this BRDF implementation which returns 0 when (NdotL < 0 || NdotV < 0), i.e., when the normal is pointing away from the light source. This ...
wongler's user avatar
0 votes
0 answers
31 views

3D object blinks in and out of visibility through canvas

In the Menu scene I have canvas with buttons and some 3D objects that are visible in camera's view. However one object - "the red prompt Arrow" is jumping in and out of visibility. Like here ...
NationalGeographicProgrammer's user avatar
0 votes
2 answers
88 views

Correctly packing an RGBA color to a single float

I am trying to render a colored quad with LWJGL and OpenGL. The vertices array is specified in interleaved format and look like this: ...
Eilan Laken's user avatar
0 votes
0 answers
79 views

Order-independent rendering of 2D sprites

I am using OpenGL to render sprites, using an orthographic projection. Each sprite has a position: (x, y, ...
Eilan Laken's user avatar
1 vote
1 answer
34 views

White noise on my material after import to UE5 from Blender

Please have a look at the 2 screenshots attached. The first one is from Blender. The second one is UE 5.3. My first question is why my model in Unreal looks brighter than in Blender? Do you see kind ...
Dron4K's user avatar
  • 131
1 vote
0 answers
49 views

Old color attachments being used after resizing window

I have the following deferred rendering setup: The first render pass renders the scene to a fixed size image (2048x2048) from the directional light's point of view to one color attachment as a shadow ...
Symlink's user avatar
  • 133
0 votes
0 answers
29 views

Displaying gltf files in web?

What are the easiest ways to display gltf files in web? The following methods are at least available, is there any other ways: modelviewer.dev sketchfab's 3d engine three.js meshpage.org's ...
tp1's user avatar
  • 110
0 votes
0 answers
66 views

Overlapping geometry (Z - Fighting) solution with shader in Unity

I have geometry that is overlapping with other geometry (the floor). So, I used a shader to bring my desired mesh to the top. However, a new problem arose: the shader was rendering not only on top of ...
Muhammad Faizan Khan's user avatar
1 vote
2 answers
140 views

What is the process to transform physics positions in pixel art (ex. Rain World)?

In this video (GDC 2016), Rain World developers explain a lot of the procedural animation process in the game. However, it is not clear to me how you go from physical locations and bones to the smooth ...
evilmandarine's user avatar
0 votes
0 answers
51 views

How to render two different meshlets at two different LODs in a Mesh Shader?

I would like to know how to render two different meshlet at two different LOD values. So, for example, I render the meshletA at LOD1 and I render the mesheletB at LOD2. Please let me know if this is ...
Giuseppe's user avatar
0 votes
0 answers
48 views

How to re-design the graphics logic behind my game to preform better?

Recently, I have been working on a small "pet-project" of mine in C using the SDL library. I have noticed that without my render-calls, my project takes up 2% of the CPU and with the render-...
Renadil's user avatar
0 votes
0 answers
35 views

Surface Lit on Wrong Side (UE 5.3)

I have a triangular mesh and a directional light in UE 5.3.2. The directional light is facing in +Z direction (up). Can anyone explain to me why the top surface is lit instead of being in a shadow (i....
eball's user avatar
  • 101
0 votes
0 answers
89 views

Graphics.RenderMesh in update with massive loop

I have millions of objects that I want to render. I found that instantiate is not suitable, so I'm using Graphics.RenderMesh which is amazingly fast and light. But here comes the problem: it takes CPU ...
Muhammad Faizan Khan's user avatar
0 votes
1 answer
67 views

How to smooth out jagged stair step edges between polygons?

Working on a simple board game. The game renders the board with jagged lines. The models were built in Blender. Everything is .obj. The White part and the border are separate objects. I've tried ...
gNerb's user avatar
  • 111
0 votes
1 answer
84 views

How do I render zones like Cities Skylines district tool?

I am trying to implement a zoning system like the district tool in Cities Skylines (see screenshot below). The player is able to draw/modify/erase zones with a brush tool. Internally, I represent each ...
sqd's user avatar
  • 111
0 votes
1 answer
113 views

Weird effect during rendering pixel art in Unity

I am building a top-down 2D game in Unity engine. I have made a house on my own but when I try to render it in Unity, it shows weird effect when camera moves. See the roof of the house: I want the ...
kiner_shah's user avatar
0 votes
0 answers
33 views

Raycaster rotation problem

I am following lodevs tutorial on Raycasting https://lodev.org/cgtutor/raycasting.html. I was kinda successfull but for some reason while implementing a 2D Topdown view of the map and the player i ...
Atem's user avatar
  • 1
2 votes
1 answer
91 views

How should I bind various types of material data to the ray tracing rendering pipeline in DirectX12?

My problem is a bit complicated. When doing ray tracing rendering, all data in the scene needs to be prepared. In addition to texture resources, each object to be rendered will also have its own ...
AshenvaleZX's user avatar
1 vote
0 answers
45 views

How to Generate a Texture to Make an Obstructing Plane Appear Invisible in a 3D Scene?

I have a 3D scene with a camera. Between the camera and the scene, I have a plane with arbitrary orientation. This plane obscures a portion of the scene from the camera’s perspective (anything behind ...
John's user avatar
  • 111
0 votes
0 answers
68 views

What are the Godot equivalent to these Unity types and Functions for graphics processing?

Here are some unity types in this script: https://github.com/aras-p/UnityGaussianSplatting/blob/main/package/Runtime/GaussianSplatRenderer.cs which I am trying to convert to Godot: ...
Ethan's user avatar
  • 145
0 votes
0 answers
128 views

Do texture arrays bring performance gains

I have a terrain mesh in unity that uses a four-layer texture blend, at first I used a single texture (diffuse and normal), then I converted it to two texture arrays storing diffuse and normal ...
BoomBac's user avatar
0 votes
0 answers
102 views

Transparency on sprite rig using URP to hide sections of sprites based on sorting order in Unity

I've been trying to crack this all day, spent a lot of time experimenting with the stencil buffer and while I was getting some interesting behavior, I was not getting what I intended. I would like to ...
Bjorn The Fire's user avatar
1 vote
0 answers
90 views

Possible to draw isometric tiles with height and moving objects in one pass?

I am working on a isometric tile-based game where the tiles can sometimes have differing heights - representing elevation. I am trying to understand how to order the tiles for drawing when there are ...
lancen's user avatar
  • 33
0 votes
1 answer
284 views

Is instanced rendering any different from indexing seperate buffers using div and mod in the shader?

As far as I can tell instanced rendering is simply a way to separate a single vertex buffer into a buffer for vertex-specific data and instance-specific data. This could be useful for rendering ...
CPlus's user avatar
  • 143
0 votes
1 answer
606 views

How to use Camera.cullingMask to selectively render certain objects?

The documentation of this method doesn't provide any examples of implementing it. I don't understand how it works or even how I should use it to only render particular objects while not rendering ...
Nikhil Nair's user avatar
0 votes
1 answer
56 views

Front faces are transparent after setting glEnable(GL_DEPTH_FUNC) and glDepthTest(GL_LEQUAL)

I've been learning OpenGL over the past year or so, and I've never face this issue before, I've been refactoring the old version of my renderer to make it cleaner now that I'm more confident with ...
YamMan's user avatar
  • 49
1 vote
1 answer
152 views

Creating a Renderer class using SFML

I currently have a Renderer class, which as in the example code, looks like this: ...
BOOM's user avatar
  • 11
0 votes
0 answers
391 views

Rendering texture as pure white / filled with color with SDL2

I added a glow or shine effect to make character flash with one color for a short period of time, it looks like this. The code in draw function: ...
SavedowW's user avatar
0 votes
1 answer
385 views

Camera Calibration custom Model-View-Projection matrix in Unity?

Coming from this topic I have a Model-View-Projection Matrix obtained from a Camera Calibration method, from where I want to render the scene: ...
Bontempos's user avatar
0 votes
0 answers
52 views

Babylon.js not rendering scene

I'm very new to Babylon.js and I'm trying to make a simple game with it, but I have a problem: It does not render anything at all. Here's the playground link: https://playground.babylonjs.com/#R7BDW3#...
EarthAndMoon's user avatar
1 vote
0 answers
62 views

Why opengl code in a lib doesn't renderer?

I am experimenting with opengl using c99 on windows and vs 2022 i tried to create an window using glfw in one project and put a function that supposed to generate a texture in another project that is ...
Abn Alsrag's user avatar
1 vote
0 answers
72 views

How to transform correctly shadow cascades?

I think I got the main idea of shadow cascades but I have misunderstanding of transforming shadow cascades using matrices for getting correct a result. I understand it this so Define shadow cascade ...
Andrey Klimenko's user avatar
0 votes
0 answers
19 views

How to set up Unreal camera dimensions to export a book cover?

In the following image, you can see the camera settings of Unreal Engine. Suppose you have a scene. How can I setup the camera dimensions to match perfectly, and ready to export, an Amazon ebook ...
M.N.Raia's user avatar
  • 101
2 votes
1 answer
187 views

How can I make a 2D shader that darkens all sprites not in a certain area?

I was wondering if there was a way to make a 2D shader (or use any other method) to selectively black out areas of the screen that are not in a specific region. I need this shader because in the game ...
dahrasz's user avatar
  • 75
1 vote
2 answers
537 views

Avoid certain parts being modulated by CanvasModulate in Godot 4.1

I'd followed a tutorial on how to make a day and night cycle in Godot 4.1. Basically it consists on a CanvasModulate node that changes color based on a gradient ...
Alex CB's user avatar
  • 376
0 votes
1 answer
150 views

Render and Process loop synchronisation with threads

I am developing an interactive visualizer for a project using Pangolin and OpenGL. The idea is as follows. There are two threads: 1. Render Thread 2. Process Thread - acquire lock and swap ...
Nitron_707's user avatar
0 votes
1 answer
229 views

Recommended approach to image rendering on quads for OpenGL-backed canvas

I am working on a vector graphics rendering library for OpenGL in Rust. Currently, the library's API is as follows: ...
JS4137's user avatar
  • 107
0 votes
0 answers
55 views

ImGui errors when trying to make a game menu

I want to make a simple game menu, but I ran into a problem where ImGui cannot stop rendering and apart from that it throws shader errors. I initialize ImGui in this way: ...
koogel's user avatar
  • 79
0 votes
1 answer
72 views

Texture gets botched when loads in?

I got this weird issue with my block texture,it gets botched after loading the block, the issue though doesn't affect other textures as the the paddle texture gets rendered properly: I tried ...
koogel's user avatar
  • 79

1
2 3 4 5
26