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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208 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
29 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
27 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
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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 implement simple light in 3D renderer?

I'm writing a 3D renderer from the absolute scratch with no external libraries or api but SDl2 for basic window and input handling. I've made quite a progress in my program and it's capable of ...
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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
45 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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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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19 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
22 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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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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1answer
27 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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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
129 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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33 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
128 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
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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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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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22 views

Trouble projecting pixel back to worldspace in PixelShader [DX11]

For the last two days, I've been trying to get some code working to project pixels back to world space in my pixel shader. Im working on a fairly basic deferred renderer, and I'm using this world ...
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72 views

FPS drop on rendering

I am trying to create my own game in java (without OpenGL, LWJGL etc) and I am having a problem with the rendering. My map is pretty big and the game redering the entire map at once which cause a ...
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1answer
46 views

Rendering tiles at a larger size for a detailed look

I'm trying to make my 32-bit tiled map become more "zoomed" in. However, I experience an error that I can't resolve. Firstly, I followed this post on how to render the tiles larger. This is ...
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1answer
185 views

How do I apply Ambient Occlusion in Forward Rendering to the ambient term only?

I want to integrate Ambient Occlusion into my rendering which is a forward renderer. How do I apply Ambient Occlusion to the ambient term only and thus not as a "post process" over the ...
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2answers
93 views

Should a game object class contain the information for how to render it?

If I have a class called Enemy: // Simplified version class Enemy { float xPosition_; float yPosition_; int hp_; }; Should this class also contain the ...
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1answer
38 views

How do I refer to the two types of loading screen?

I'm troubleshooting some issues beyond the scope of this forum, and I'd like to be able to talk about certain parts of the gaming experience, specifically the two types of loading screen I see in Prey....
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30 views

How do I map a point from the original picture to a scaled version picture?

I'm trying to implement supersampling antialiasing in my software renderer.And per my understanding,I need first render everything to a 4x- scaled buffer then average every four pixels' colors of that ...
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33 views

16bit triangle lists vs 32bit triangle strips

When drawing geometry we may use indexed drawing, where we pass index of the vertex we want to draw in array. In this case we need to pick a topology for our geometry and the type of indices. Popular ...
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1answer
22 views

Is it okay to update the graphical handlers in the same function where you render them?

I have a class called 'GraphicalHandler' that all my graphical handlers inherit from the main game loop. The class manages a static vector of pointers to all instances of itself. I can then call the ...
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Render order in 3/4 view game

I'm writing a 2D game with an internal 3D space. The view is 3/4 view. I've run into trouble with the render order of entites. Context: The world uses a tile system, like a 3 dimensional lattice, each ...
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1answer
225 views

How to manually render with a given camera in Unreal Engine 4?

I would like to render with any camera at any given time for a Portal clone project. There's a USceneCaptureComponent2D but it renders the whole scene to a texture. ...
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1answer
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Vulkan dynamic UBO weird numbers

Why these numbers?? I have created a dynamic ubo and two objects, one for view and proj and the other for model. Here I update the objects: ...
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0answers
49 views

Portal frustum culling

Our Levels consists of rooms. Each room has an arbitrary number of portals into other rooms. We frustum cull rooms by testing whether all portal vertices (a portal consists of a single quad) are ...
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Transparent objects in the scene only get lit half way by point light

I have encountered a weird graphics problem, where all of our transparent objects in the scene only get lit half way (only from the y position downward) by a point light. This happens with all of our ...
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31 views

Are there drawbacks to resizing mesh renderer bounds?

I had a problem yesterday where some of the meshes were not visible. I figured out the problem, which was that the mesh renderer bounds were not in the cameras field of view. So, in order to make the ...
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Implementing DirectX 7 light attenuation in Unity's Universal Render Pipeline

I am create a modern Unity based client of an old MMO from 2000, and I am working on implementing their lighting system. Based on the data I have reverse engineered, it looks like they used a custom ...

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