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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How do I fix missing anti-aliasing in the Unity scene view and game?

Both the editor and the game seem to lack anti-aliasing even though quality is set to Ultra. I chose the "3D" project template when I created the project, so I am using the build-in render ...
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Creating your own render (like opengl,drx etc) [closed]

I want to understand how I can draw 1px using the GPU without using existing solutions(opengl,drx etc). I'm interested in the super-low-level gpu api. I want to write my own render with only one ...
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Render DFF, TXD with OpengGL or DirectX?

How to render or use content from TXD and DFF?
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Questions about “stateless, layered multi-threaded rendering”

I have read this blog: https://blog.molecular-matters.com/2014/12/16/stateless-layered-multi-threaded-rendering-part-3-api-design-details/ Where does a setup like this bind textures/buffers and does ...
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what C++ library is this project using to render? [closed]

I was looking at this library https://github.com/blend2d/blend2d .It does not use gl , glut of glfw.How is it rendering?
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OpenGL only rendering 4 tris of cube?

I'm on Win10, OpenGL 4.5 I wrote some code that takes mesh data from an OBJ file and puts it into a vertex buffer. I used this code to import a cube OBJ and render it in OpenGL. For some reason, ...
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Rendering a textured 3D cube in R

I am trying to render a 3D cube in the R programming language, and add a texture to each cube face. So far I have this code that draws the cube: ...
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1answer
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How to fix lag in 64 bit Android devices

My game's FPS drops to 30 - 8 FPS on any 64 bit Android device but is at 59 - 60 FPS on an even lesser 32 bit Android device. I've tried unchecking Development Build on Build settings and I've tried ...
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Current state of the art for rendering large numbers of dynamic lights?

This is intended as a platform-agnostic question, but I currently use OpenGL (with sights on Vulkan) if it is relevant. The last time I dealt with creating lots of dynamic lights (~10 years ago), the ...
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Rendering methods comparison

I'm learning the basics of writing the game engine. Now I'm on the rendering the scene aspect using the page flipping method. I roughly understand the theory but ...
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Unity HDRP draw order doesn't change when asset is set to higher priority?

I don't like the way that light got baked into part of my mesh. It might make sense for me to try to blacken that area of the lightmap in Photoshop, but first I tried to just hide it with a probuilder ...
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Efficient method for Sprite Stacking in LibGDX

What would be a very efficient method for creating a suede 3D effect by stacking sprites much like the game like NIUM in LibGDX I find it easy to create a rudimentary system that stacks textures in a ...
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Why does my game look different on my mobile device than in the editor?

I am new to Unreal Engine. My game in mobile looks totally different than in Unreal Engine editor. In Editor: In Mobile: Is this a symptom of something obvious? How can I make it so that what I'll see ...
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How to make player seem bigger / world smaller, without changing world coordinates

I am making a voxel game with OpenGl, I've got the major parts working, except the camera seems small compared to the the blocks. How do I make the camera bigger? Do I do a scaling on the model ...
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Component Class / Renderer Class [closed]

I found some code I needed online, but I want to understand how it works. Renderer c = (Renderer)b; What is this (Renderer)b ...
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Set up Blob shadow projector

My game completely uses baked lighting in URP and because of URP's forward renderer, point and spot lights can't cast realtime shadows on moving characters if I set their types to mixed lighting, and ...
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Weird black lines when rendering in my Java Game Engine

I have an issue regarding weird horizontal and vertical lines that occur in my game engine. The lines is in the background color. It occurs when I draw a lot of tiles in this way: ...
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Multiple planar reflections works weird in UE4

When I add multiple planar reflections for arch-viz, some of them on glasses don't have any result, but ones on mirror works properly. Sometimes all the planar reflections on glass are invalid. But ...
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How to free up TEXCOORD slots for Unity's Universal Render Pipeline?

I am writing custom a custom shader for Unity's Universal Render Pipeline (Version 7.3.1). The meshes are built using three separate UVMaps for different portions of the mesh. The reason I actually ...
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1answer
25 views

Android Game - Screen Flickers When an Entity Removed From The List

I am using Canvas in my android game. When I remove a no longer displayed entity in my entity list, all other entities are flickering for a brief time. When it's not removed, there is no such problem. ...
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Utilize remote PC to Boost UE4 Editor Performance

As the title suggests, I would like to know how I can take advantage of a desktop PC at my workplace to help boost the performance of the editor on my laptop at home. General editor actions such as ...
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1answer
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What's wrong with my planar reflection?

At some angle my mirror with planar reflection shows this result. Looks like it mix with the sphere reflection capture. How to fix it?
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2answers
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How can I display a 3d object and my player on a canvas?

The main goal is to animate my player with animator on a canvas. The problem is that any 3d object (my player, a cube) I drag over the canvas is transparent/not seen. The main camera is set to Clear ...
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2answers
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Render hands and gun in front of everything

I'm currently learning about Unreal Engine 4 by making an FPS game. How can I render the player character's hands and gun on top of everything? Currently when I walk up to a wall, the hands and gun ...
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1answer
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Is there a way to normalize for both ways in Unity?

I have a building, built in blender, that has been imported to Unity. And I flipped every necessary piece and calculated the normals inside in blender. However, since I made the rooms inside the ...
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1answer
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How to render thin glass with proper refraction?

I want to render thin bumpy glass with refraction. But it offsets too much(look at the black frame of the glass). Looks thick. How to do thin glass refraction properly? Or is it possible to exclude ...
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Unity XR Spectator Camera

I would like to have a VR camera (for the player) but also have another camera (spectator). I am using Unity 2019.4.8f1 on the Universal Render Pipeline I have only been able to find outdated articles:...
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Unity higher Z position tiles rendered underneath

When placing tiles in an isometric tile-map in Unity, I try to place blocks on top using the "Z Position Value" However it looks like higher Z position values get rendered underneath. In ...
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Unity Applying Global Light Settings fog to a non-main camera

Is it possible to apply fog to a non-main camera?
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DIY hologram experiments split screen

I am currently experimenting with the DIY holograms. Does anyone know to split my windows into 4 perpendicular identical displays like this but for Windows? I am using Unreal Engine & I want it to ...
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How can I make a custom mesh class in Unity?

I'm doing something in Unity where I need to specify the position and orientation of vertices with two Vector4s, and they're not just position and normal vectors. I'...
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When updating to Universal Render Pipeline an Error occurs

I updated to the Universal Render Pipeline and despite of using the auto upgrade from project an error messages appears in the console. Here is the error: In order to call ...
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1answer
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Sprites don't become lit when installing Universal RP package

I want to implement 2D lights in Unity. So, I downloaded the Universal RP package from the Package Manager. I created renderers as shown here, then I created a light object (Point Light 2D) in a new ...
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Drawing a line between 2 vectors

I was trying to implement a simple mechanic by drawing a line between the sprite and the mouse, but it's not working that well: ...
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1answer
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Entity component system: how and where store pointers to system resources or third-party lib's objects?

I'm migrating my game pet-project to ECS. I use C# (custom-made engine, not Unity). It goes pretty well, but one big thing is making me worry. This is how and where to store pointers to system ...
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Have both Cubemaps and TextureArray in a single texture register?

I want to have both Point Lights, aswell as Spot Lights. For the Point Lights I have a TextureCubeArray and for the Spot Lights I have a Texture2DArray. Is it possible to combine these two into a ...
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1answer
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Forward Shading with multiple shadow-casting lights

I am currently thinking about how to organize shadowing and lighting. We use forward rendering and currently, our algorithm looks like this: collect all items that are visible in the view for each ...
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Using Unitys URP how to make sprites lit by 3D Lights again?

I'm working on 3D game and I converted my project to URP. Everything works fine expect sprites that previously were 'Sprite/Diffuse' so they were lit by 3D lights (kind of Doom style, 2D elements in ...
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Deforming a lip mesh to match face-tracking points

I'm creating a lipstick filter. I have a basic mesh for the lip shape ( 140 vertices ) which I am able to render on screen. I need the mesh since I have my own lighting system, and hence need the ...
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1answer
19 views

How to use WorldToScreenPoint-function in a texture context?

I am writing a simulation environment for robotics and tasks I have are sometimes are quite peculiar. I am rendering a scene into a RenderTexture and I have a set of 3D points. I want these points to ...
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2answers
138 views

How can I create character graphics similar to Valkyrie Profile?

I want to create a game with the character graphics similar to Valkyrie Profile. I don't know whether I should make my game character sprites pre-rendered or hand drawn, or which technique would let ...
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1answer
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Rendering Problem with URP

so I just added URP to my Project then Upgraded the Materials to URP and Bam It's Not Rendering the Environment anymore More Details Here https://imgur.com/a/KAALISS so I found the problem I have 2 ...
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Unity gizmos with custom renderer

Im working on a small project to learn the basics of post-processing, shaders and other effects in Unity. My project is in 2D, so I followed this Brackey's tutorial and this tutorial. The bloom effect ...
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1answer
33 views

How do I get current emission intensity of a material in code?

I'm unable to find how can I get current intensity level of emission in Unity. Is there some kind of method that can return its value? I need it to complete my algorithm's formula: ...
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1answer
87 views

How to sort polygons without a depth buffer

Please help me getting understanding how did they sort polygons in old games from the eighties. They did not use z-buffer or anything like this, thats for sure. Please look at the screenshot. How ...
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UI Text and Image components no longer load a default GUI material

I have a bunch of UI Image and Text components attached to various game objects throughout my app. When I created these components I didn't need to explicitly add a material to them in order for them ...
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1answer
34 views

How to make an illusion where the contents of a 3D shape change based on which face you look through?

I remember coming across a Unity 3D tutorial where there was a technique where the contents of a 3D shape change based on which face you are looking at, similar to this screenshot from Antichamber: ...
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1answer
78 views

What are some of the tricks engine can use to render object that have extremely high polygons efficiently? [closed]

What are some of the tricks engine can use to render object that have extremely high polygons efficiently? I know one thing we do is render only the parts that the camera points at, but I am wondering ...
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How to render a field of view of over 180 degrees?

In most 3D renderings, a view frustum is used. This has the problem, that things get stretched out towards the edges. At "normal" fov (field of view) of about 60 degrees, the effect is not ...
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1answer
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Is it a useful strategy for Mobile VR titles to render faster than their simulation loop?

For example - If a title had a very heavy simulation loop (say 20ms), is it desirable to render at a greater rate, say 90hz? This would always a present head pose correct to the view, without being ...

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