Questions tagged [rendering]
The process of generating an image or series of images from a model by means of computer programming.
1,261
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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 ...
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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 ...
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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 ...
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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:
...
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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 ...
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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 ...
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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 ...
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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 ...
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Batch rendering with more textures than texture slots
I'm trying to implement batch rendering for my 2d game engine, and I need to render more than 32 different textures every frame. The first thing that comes to my mind is to sort the vertices by ...
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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 ...
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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 ...
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Creating a Renderer class using SFML
I currently have a Renderer class, which as in the example code, looks like this:
...
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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:
...
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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:
...
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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#...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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:
...
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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:
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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 ...
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169
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Raycast from isometric view without camera position?
I'm trying to cast a ray so I can implement mouse picking. My game uses 2:1 isometric with a 3D world sim that uses AABBs. Positive X points to the bottom right, positive Y points to the bottom left, ...
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How to increase Godot render distance?
I've tried changing the viewport far distance under view > settings, from 500 to 500 000 and nothing changes in game. The player can only see roughly 90-120 ...
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How many divisions does the GPU's texture mapper do in parallel?
Perspective-correct texture mapping requires one division per pixel. Before the advent of GPUs this was a problem because this was quite heavy to do on the CPU (especially back in the days of non-SSE ...
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Is Unreal Engine using Monte Carlo path tracing or similar methods?
Is Unreal Engine using Monte Carlo path tracing or similar methods in which efficient pseudo random number generators are crucial to make their renders?
I know it is needed for typical renders, but if ...
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How do phase conjugating mirrors look like in render?
This question might not fit this community standards, so it might be closed in the future. I am interested in physics and I recently learned about phase conjugating mirrors. These are very special, ...
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SDL_RENDERER_ACCELERATED not working correctly in Windows
I am developing a 2D tile-based game and I have a series of transparent tiles which I use to simulate a fog of war effect. This seems to work well in Linux but I am having trouble understanding why it ...
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How can I initialize a sprite programmatically in Unity
Hello everyone and thank you so much for your help!
I've tried following the answer at Unity 5 2D drawing sprites programmatically but nothing happened. I have a blank screen with just a background ...
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Sending different textures to instanced elements draw call
I'm making a little OpenGL renderer. Currently I use VAOs/VBOs and batch all the entities with the same VAO. I then draw using glDrawElementsInstanced. I am ...
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How to create a ScriptableRenderPass that renders normally, with lighting?
What I'm trying to do: Render GameObject(s) of a specific Layer in my custom pass. I want to do something more later, but I'm just trying to get it to render exactly as URP would for now.
I'm just ...
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How to remove flickering white pixels/fireflies from Unreal Engine render
I'm currently rendering an archviz scene in UE5.1 lit by lumen, but I'm struggling to remove these pesky over-bright pixels on areas which are very reflective or metallic:
I have tried turning off ...
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Unity DXR Reflections Not Working Properly
When I use RTX powered reflections in Unity HDRP+DXR it reflects a limited distance of non emitting materials, It means if I add emission to the mesh in distance its emission gets reflected but still ...
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How to render using Mesh Component and Transformation Component in Entity Component System
I was developing a game engine using DirectX11. You want to use the Entity Component System (ECS) in your existing method OOP.
By the way, I have a question about the rendering system of ECS.
I was ...
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Rendering 3D Scene Without PBR heedlessly
I am a beginner in computer graphics so I might have some terminological errors in my question. For an art project, I have a scene of modified planes with textures on them. The textures are taken from ...
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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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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 ...