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
0answers
11 views

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. ...
0
votes
0answers
12 views

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?
0
votes
0answers
12 views

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 ...
0
votes
0answers
27 views

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,...
0
votes
1answer
61 views

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: ...
0
votes
0answers
36 views

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 ...
0
votes
0answers
30 views

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 ...
0
votes
0answers
14 views

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 ...
0
votes
0answers
27 views

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 ...
0
votes
0answers
26 views

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,...
0
votes
0answers
19 views

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 ...
0
votes
0answers
26 views

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 ...
0
votes
0answers
29 views

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 ...
3
votes
2answers
191 views

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 ...
0
votes
1answer
143 views

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 ...
-1
votes
1answer
44 views

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 ...
0
votes
0answers
22 views

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 ...
2
votes
1answer
81 views

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 ...
0
votes
1answer
13 views

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 ...
1
vote
1answer
407 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 ...
0
votes
1answer
32 views

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 ...
1
vote
1answer
59 views

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?
1
vote
0answers
44 views

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 ...
1
vote
0answers
69 views

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 ...
1
vote
0answers
28 views

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 ...
0
votes
0answers
20 views

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, ...
0
votes
1answer
101 views

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 ...
0
votes
0answers
21 views

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 ...
0
votes
0answers
17 views

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 ...
1
vote
2answers
113 views

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 ...
0
votes
0answers
28 views

Per-frame buffer management in DirectX 11

My buffer management when using the Metal API had me use a per-frame buffer cache to manage the buffers that were still in flight and could not be used. The Metal API is very explicit about when a ...
0
votes
0answers
16 views

Low resolution RenderTexture with gradients

I have a small RenderTexture that stretched on large object, so texels is near 0.3 of unit. Source for this texture has much more resolution and with gradients. If source little bit changes its ...
2
votes
1answer
101 views

How do game engines implement multiple rendering platforms?

How do game engines like UE4, Unity, Source, Cry Engine, etc add different rendering library's to their game engines? (Eg. OpenGL, DirectX, Vulkan)
1
vote
2answers
55 views

Problem with rendering a quad from four lines

I am having a problem with rendering a quad in opengl via 4 lines (5 vertices via GL_LINE_STRIP). The rendering is generally working fine in terms of connecting the lines into a quad. The problem is, ...
1
vote
3answers
191 views

Is there a difference between using one large mesh with 100k polygons and using 1000 meshes with 100 polygons each?

I'm planning on creating a first-person shooter for mobile. Now I know that fps games usually have a lot of meshes in the scene (trees, buildings, terrains, etc.). So I've been looking at a lot of ...
1
vote
0answers
59 views

OpenGL streching up geometry

I'm developping my own game engine in C++/OpenGL 3 but I've got some troubles with my geometry. Indeed, when I render something everything is weirdly streched up : By tweaking scale values we can see ...
1
vote
1answer
111 views

C++ SDL2:2D tilemap with every tile has its own behavior

I am working on 2D tile based game. I want to render the tilemap from a file but every tile has its own behavior for example: magmablock : poorlava(); slimeblock : knockback(); I have this ...
0
votes
0answers
29 views

Render Mode “Screen Space - Camera” inflates prefab buttons to no longer fit on canvas, help

Referencing a previous post (link) and using the solution I came across a situation I'm not understanding where when I have the canvas render set to "Screen Space - Camera" rather than "Screen Space - ...
0
votes
1answer
81 views

How to load large arrays to gpu and render with OpenGL?

I am trying to make a volumetric rendering of a cloud. I have been defining the cloud density functions on the glsl shaders and performing ray-marching methods successfully. But now I would like to ...
0
votes
1answer
133 views

How to pass renderer through classes?

I am making a game with SDL and C++. I am trying to render simple image to the screen but I can't. I am not getting any error but I see only black screen. I think because the renderer in ...
0
votes
1answer
67 views

Only one triangle drawn

I am trying to render a quad with gl render mode GL_TRIANGLES with using element array buffer. Here is some code to explain process. Only the first 3 elements of indices array are drawn as expected. ...
0
votes
0answers
26 views

can't achieve a smooth movement with ShapeRender

I am using ShapeRender to render Circles and in the update function on every loop I update the coordinates that represent my ...
0
votes
0answers
35 views

What would be a good way to render individual meshes for a Tetris-like game in Unity?

I've been thinking of making a Tetris-like game in Unity3D, and I've looked at a few options to render several amounts of blocks in a matrix. I want to use the classic iterate-through-all-items-in-the-...
0
votes
0answers
39 views

Confused on graphics rendering

Implementing a viewport is just a rectangular space on the back buffer usually a 2d texture set to the size of the client window that we render to. However in direct3d when we describe the viewport ...
0
votes
1answer
71 views

Unity: White outline around seams in my character, make it stop!

so once upon a time I made a really cool character for my game project and he looked great. Then at some unspecific point in time, my character's UV seams got these awful white outlines around them: ...
1
vote
0answers
49 views

RayCasting with Mode7

I'm trying to join the mode7 algorithm with RayCasting. For mode7, I'm using a simple rotation matrix to implement the rotation. The result is a little strange and I can't fix it. Do you know what is ...
0
votes
0answers
26 views

Blurred sprite in Scene view

The thread between the tree and the spider here is a LineRenderer. When the BackgroundLandscape or the ...
0
votes
0answers
36 views

RayCasting picture noise render method

I'm creating a RayCasting tutorial on github (click here to access it) and I'm following a lot of tutorials, implementations and other render methods in the web. One game made with it is the "Prelude ...
0
votes
1answer
24 views

How to access random material in a renderer besides first without cloning any materials except accessed one?

Clones only first material: renderer.material Clones all materials in the same renderer: renderer.materials[0]
0
votes
0answers
47 views

How to improve Antialiasing on Unity WebGL?

I have a problem with the render in WebGL. On the Unity Editor or Standalone the builds looks perfectly fine but on WebGl builds the image generate this white dots. I have a "DirectionalLight" and a ...

1
2 3 4 5
22