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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UI Sprite in Unity3D is badly drawn? (Possibly anti-aliasing problem)

I move a 28x42 Image, in a 11x17 RectTransform in Update, with anti-aliasing on, without compression, with point filtering. But sadly its visuals aren't smooth, it's flickery, even in a standalone ...
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Efficiently rendering lots of the same mesh in Unity3D, but with different colors?

I'm working on a tile based game, where grass is spreading from tile to tile, so soon lots of grass appear on the board. Instancing is on, so the FPS is kind of good, even with 300k triangles (1 ...
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How to update different constant buffers for different vertices in vertex buffer?

Lets say I have vertices and indices for Box and Sphere and I put them into one vertex buffer. But if I want to use different constant buffers for each of the figures, how would I do that? As I ...
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Blender 2.82: After saving baked texture, Blender thinks the file I saved is the “render result” still in memory, frequent issue

Even back during 2.79, when I wanted to bake a texture, I would have this problem. After a texture gets baked, I am notified that the image texture has been "saved internally" and now I must save it. ...
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How to create pixel graphics in 3D?

I stumbled across this game on itch.io: Backland After trying to find information on how to accomplish the same graphics, I found this tutorial: Youtube Video How can I accomplish this 3-dimensional, ...
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Unity immediate mode

I have some existing C++ 2D game code that draws using immediate mode (i.e., each frame is drawn bottom-up one sprite at a time by my game code -- not using a scene graph or other retained mode ...
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1answer
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When setting Stage as inputProcessor, Shaperenderer shapes are drawn stretched

I am working on making a falling sand simulation using libgdx. For drawing the individual elements I am using a ShapeRenderer and drawing rectangles. I have begun to implement a dropdown menu to ...
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Metal is rendering textures darker than they should be? [duplicate]

I already checked this question. Using [MTKTextureLoader.Option.SRGB : false] in texture loader options doesn't work. All that happens is when I do ...
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Why is Metal is rendering textures SLIGHTLY darker than they should be?

I already checked this question. Using [MTKTextureLoader.Option.SRGB : false] in texture loader options doesn't work. All that happens is when I do ...
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1answer
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Ray casting through terrain mesh + Octree ( Mesh collision )

I'm currently in development of a terrain editor which i will use for my game. One thing that is partially stopping my development is that I don't have collision detection implemented between mouse ...
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1answer
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Temporary objects in opengl

I want to write a game in which the player shoots projectiles (bullets, etc). Since I don't know how many and when these projectiles will be shot, I wonder how to buffer and render them (and when!). ...
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OpenGL Rendering Pipeline

I've been learning OpenGL graphics programming and I've decided I'd quite like to make a simple game using OpenGL. Drawing something in OpenGL, needless to say, is quite the endeavour. However it ...
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Forward rendering and separation of shaders logic

I'm currently playing with writing a rendering engine and implementing a forward rendering pipeline. I have few doubts on how things should be implemented regarding the render passes as-well as the ...
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Can't get world position from reverse Z buffer

I'm using this solution to render using a reversed Z buffer. This looks fine and completely fixes all my z-fighting, but it breaks what I use in shader to derive the world position from the depth for ...
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1answer
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Unity: Render 1st Texture to 2nd Texture

I want to pass the first texture through a shader and render it to a second texture. The actual task is bit more complicated, as I then want to render the second texture back to the first texture ...
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Unity: Dimensions of color surface does not match dimensions of depth surface

I am receiving the error, "Dimensions of color surface does not match dimensions of depth surface" whenever I attempt to use my screenshot code, without any callstack or anything further insight of ...
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How variance shadow maps moments fall into Chebyshev's inequality

I'm having hard time understanding how the moments fall into place into Chebyshev's inequality. I'm reading about the technique in the following article. In the article the following is written: ...
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1answer
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Java - set resolution of game

Hi everybody I am making small game using pure Java 8 and rednering it by Java AWT Graphics2D method . My question is how to make that user can change the quality ...
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Slick-2D Side scrolling problem

For the last couple of days I have been stuck on a a problem with side scrolling (trying to create a parallex effect) in my game. Here is the following code for my update and render methods: Render: ...
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1answer
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Make non-sprite render in front of sprite

How do I make the non-sprite (BasicSpellProjectile) render in front of the sprite (Tower 2)? Note: The camera is located at z=-10. The z positioning apparently ...
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How to set orthographic camera for libgdx

I have implemented a basic demo of camera but it is not showing any sprites on screen. I cannot figure out what's wrong with my code. ...
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How to always draw a child mesh in front of its parent mesh

I need to display a gizmo-like mesh at runtime, and it must be always in front of its target mesh. How can I achieve that?
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Horizon Fog On Procedural Skybox Unity

I am building a low poly game that looks good with fog. I am currently using a cubemap extended skybox because the fog is able to obscure it. Here is a sample of how it looks: [ I am now trying to ...
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What information should be included in a render command?

I'm writing a 3D renderer for my engine and now that I'm working properly with a scenenode system, I've decided to implement render queues (command lists to some) and render commands. I wanted to know,...
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1answer
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Small health bar above entity is drawn differently when the entity is rotated differently

Here is a simple positioning code for my health bar: transform.position = Camera.main.WorldToScreenPoint(target.position - 0.2f * target.up); Here is the prefab: ...
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How do I create cinematic (trailer like) shots of my game?

Background We are in the midst of developing a trailer for our game. It is a 3rd person adventure platformer. As such, the camera is an over the shoulder position, which is great for gameplay, but ...
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How to properly space characters for world-space text?

I'm following this very helpful tutorial to get text rendering. I've even fancied it up by caching all of my fonts to a single bitmap. Fun stuff. However, this tutorial assumes that text is going ...
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Confusion about updating and rendering camera in different threads

So basically my problem is that the camera is stuttering and seems to just completely stop updating when moving. It's not exactly a stutter because the camera slows and and also stops for split ...
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Unreal Engine - Occlusion culling doesn't seem to work properly

I am playing around with some environments bought off the marketplace, one of which has a pretty intensive map with many houses, and a lot of detailed interiors for houses. I was under the impression ...
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How to prevent weapon clipping WITHOUT camera stacking?

This is a FAQ, and answers involve camera stacking. I am not using a SRP. I do not want camera stacking as various post-processing instructions (e.g. FXAA, MSAA, etc) are all done on the active camera,...
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Day night cycle with HDRP

Since I updated my project to the HDRP, my sky sphere is no longer working. I thought about many ways to do this but in conclusion, the best would be a particle-based starry night. Each particle would ...
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In Unity, how to hide objects from specific cameras without using Layers

The situation is that there are multiple players that can collect items. When a player collects an item, the item will disappear from that player's screen but still be visible to other players. I know ...
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How to bake reflections and lights in Unity's Universal Render Pipeline?

I just upgraded my project to Universal Render Pipeline (using Unity 2019.4.3.4f1 on Windows 10) and want to bake some HDR reflections and some spotlights into the floor. I placed some light and ...
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2answers
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Why isn't more culling being done on the GPU?

I'm interested in game development and 3D graphics; however, I'm not very experienced, so I apologize in advance if this comes across as ignorant or overly general. The impression I get is that quite ...
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1answer
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Draw onto an object's texture based on a raycast hit position in world space

I am trying to get the world position of a pixel inside a fragmented shader. Let me explain. I have followed a tutorial for a fragmented shader that let's me paint on objects. Right now it works ...
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1answer
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Render output difference cause

There are two 3D applications compared side by side: I'm looking for difference cause. These might be the cause, but I'm not sure: Color Lighting Shading code (GLSL) ? Can anybody help me with ...
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Sprite Distortion (Ghosting While Moving and Artifacts when Mirroring to External Display)

I am working on my first MonoGame project. I love the framework so far! I have implemented my own letterbox/pillarboxing to scale my native resolution by the maximum integer scale allowable on my ...
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1answer
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Sprites looks blurried on fullscreen

I'm trying to make a pixel art game and my resolution is 384 x 224, but when I change to fullscreen the sprites looks blurry and I don't know how I can disable bilinear filtering. I tried ...
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1answer
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Wrong Second position of LineRenderer

I'm drawing some kind of bullet trace effect with LineRenderer in my 2D Game Project with Unity. At some position, setting position of LineRender result weird: In the above screenshot, you can see ...
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1answer
421 views

dx11 Rendering to target texture shows only clearcolor(ImGUI-Custom Game Engine)

Im trying to create a game view for my game engine using ImGui framework,however when i try to render texture,there is only clear color displayed on the screen. My plan Creating Render Target ...
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1answer
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Performance of Tristrip vs Indexed Triangles in OpenGL

Let's say that I want to take advantage of GPU transform cache and use tristrips for that purpose. In the first case we have three triangles: 012, 213, 234. In the second case we used tristrip ...
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1answer
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How do 3D rendering pipelines render light effects?

How does 3D software like Blender, Maya, Unity, or Houidini etc. render the effects of lights illuminating a 3D scene?
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Post processing effects not visible on mobile apk build

While setting up post processing on a project that I am currently working on, I discovered that post processing effects are not visible on the apk build on mobile. I setup a new Project with URP on ...
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Why do we get artifacts on objects rendered using depth node + depth render camera on Android?

I've encountered and error I can't seem to find online. I get it on all the water shaders I test, and any thing else that I have a depth node + depth render script on the camera for. I'll share a bit ...
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Manual per-glyph rendering with SDL_TTF

I'm trying to create a font atlas with SDL_TTF. My idea was to create an SDL_Surface for every character using ...
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Model rendering issues

I have a problem with my built apk game: On some mobile devices, the models are either invisible(not rendered) or huge while it is perfect on other devices. This happens only to the models on my game, ...
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1answer
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Unity generates bad mipmap, making voxel terrains look bad

It's just a dirt terrain with grass blocks on the top. (which are just dirt blocks with green tops.) I sampled a Unity terrain's heightmap, and constructed a voxel terrain based on it, and divided it ...
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How do I get HDRP render enabled so that the shader graph will work

I'm using Unity 2019.2.17 personal, and I imported the shader graph package and created a pbr shader graph. I get a warning: the render pipeline is not compatible with the master node. I assume it ...
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Shader Only Renders In Left Eye of Head Mounted Displays

I followed a tutorial for creating a geometric grass shader, and the shader works fine. However, when using my Samsung Odyssey+ HMD to view the scene during play mode, the only eye that can see the ...
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2answers
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How to use an array of y values to render a 2D top-down Java game?

I'm fairly new to the world of coding, and there's probably a simple solution here. I made this array (the actual one is more complex since it includes everything I have so far) for the y values of ...

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