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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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1answer
15 views

Black screen when building apk Unity

Alright, I have a bit of a confession to make: I accidentally posted this question in the wrong place: Stack Overflow. Whoops. Anyway, here's my problem. Sorry if you've seen this before. Here's the ...
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0answers
31 views

The gist of tweening with WebGL / OpenGL

I am trying to wrap my head around how to take advantage of shaders for things like tweening. For example, there are these simple easing equations, which we can use like this: ...
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2answers
66 views

Binary space partitioning with floor as an object

I have a conceptual problem. The problems comes with the floor I'm rendering and the count of objects. The idea was to reduce rendering with BSP implementation, but the problem that I hit was that the ...
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0answers
28 views

How would I create a shadowy “Fog of War” effect in Game Maker Studio 2?

You know if you ever played "StarCraft," as you explore the map it's dark until you go to that area. I am trying to replicate this effect in Gamemaker studio 2. I want to create a shadowed area ...
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1answer
26 views

Randomizing material across meshes - UE4

I have multiple instances of the same mesh which is using the same material. While looking for randomizing textures, I came across texture bombing and so the material in 1 wall looks fairly random. ...
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1answer
70 views

How do I make sure everyone sees the same distance across different resolutions?

Hello game dev community. I have recently got into making games in a browser window, and me and a friend ran into a common problem. Let's say I have a game like diep.io, where users can control their ...
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0answers
70 views

Where to create the vertex buffers?

Please note that this is purely an architectural/design question. And sorry for the long post, there are a lot of "thinking out loud" here. I'm working on a simple graphics engine (as a universtiy ...
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1answer
68 views

How should rendering be structured using SDL?

This question is probably well documented but I can't find any resources. Basically I'm not sure how to structure rendering with SDL in my code. I made a render class which calls the api and the ...
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1answer
62 views

How to lower the cost of realtime lights?

Besides Deferred rendering, what can I do to make realtime lights cheaper to render? I don't really need them but I could make good use of them in my game. BTW I thought Deferred render would give me ...
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1answer
127 views

How much slower is it to draw on “half pixels”?

I've noticed that games like Diep.io are using floating decimal points for thin stroke lines on the grid. I have even tried this myself, by adding 0.5 to all of the ...
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1answer
83 views

How to write a PBR Unlit Shader in Unity?

I have a REALLY specific case here: I have an Texture (a webcam), that is used by a shader to pickup a few x,y colors at the cordinates, and renders to a ...
2
votes
1answer
69 views

SDL render surface from byte array efficiently

In my current project I need to fill a 256x224 screen with the pixel values from an array. The array is declared this way: uint8_t *vram = new uint8_t[7168]; So ...
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1answer
62 views

How do I render a cylindrical world space onto a flat, 2D view port in Unity?

The question is just a logical extension of this question. So, how should I render a cylindrical world space onto a flat, 2D view port in Unity? Thank you.
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1answer
65 views

How to access internal data from separated rendering-layer?

I am currently rewriting a project I have been working on last year and I’m utterly stuck trying to "correctly" separate the game-logic from its representation. I know why this is beneficial and I ...
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1answer
49 views

How to create soft gradient texture

I'm currently testing out Unity 3D and one of the things I can not figure out, is how to create textures that are what I would describe as "Soft Gradient". Here is an image of what I would describe ...
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0answers
27 views

Render and Update in Robotlegs Like Archtecture

I'm developing a small Snake game using a custom engine and trying to apply Robotlegs-like MVC-S architecture with Commands, Events as well. Currently I put some commands for collision checks, bounds ...
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1answer
70 views

Running OpenGL app on Windows XP x86 produces incorrect texture colors

I'm working with the Cen64 emulator and I compiled from source a x86 version that operates fine on Windows 10 x64. As soon as I run it on a Windows XP x86 machine the colors are then all incorrect. ...
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2answers
332 views

What do game developers do when they have to port their DirectX games to PS4/Switch?

I'm not a game developer (hope to be one day though!) and was wondering how devs handle porting their games that use DirectX to PS4/Switch? From what I know neither supports DirectX, only OpenGL, and ...
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0answers
25 views

DirectX 11 - Rendering to Texture only display the clear colour

I'm attempting to render the scene from the current view matrix onto a texture (currently just for testing purposes) but I can't for the life of me get it to work. Currently all the texture displays ...
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0answers
21 views

Instances in the Unity Profiler Timeline

What do Instances mean when you click on an operation in the Timeline section of Unity Profiler? In this example: Total: 11.90 ms (10 Instances)
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1answer
45 views

Godot: error(10) expected '(' after Identifier

When trying to write up a new shader for a material, I've been trying to create a variable to use to alter speed and test animation. Now, the below outputs fine until I try to assign a value to number....
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1answer
151 views

“RENDER WARNING: there is no texture bound to the unit 0” When not Rendering Texture

I have a webgl program that sometimes renders textures, but mostly renders triangles or lines. When I am not rendering a texture, webgl gives the warning, "...
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2answers
166 views

Why does my FPS go down so much when rendering basic sprites?

I have a UWP DX11 application and I've recently removed the vsync and noticed that my fps goes down drastically when I'm only drawing very basic sprites on the screen and I'm trying to learn why this ...
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0answers
13 views

Line Rendere Default Pink Color still Visible

I am using the line Renderer for shooting in my game. Everything works well except for the fact that the default pink color is still visible. I have a Material set, so I do not think it is a problem ...
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0answers
19 views

Throwing away inner faces of cubes of a transparent voxel structure in Unity3D?

I want to create a "Building site is (not) obstructed." indicator for my building system. How can I throw away those faces which would be hidden if the material would be opaque?
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0answers
21 views

What are these circles in the Phong model I'm implementing?

I haven't implemented the Phong model for many times but I'm confident it's correct. The only problem I've noticed is this. Seems like a quantization is taking place somewhere : I'm not sure if it's ...
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1answer
40 views

How do I draw a rectangle in Pygame?

I am getting the error "AttributeError: 'Rect' object has no attribute 'draw'" with this code: ...
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2answers
2k views

“DirectX will only draw polygons with an [X,Y] from [-1,-1] to [1,1] and with a Z from 0 to 1.”, What does this mean and how to work around it?

I've been following the D3D11 tutorials on Rastertek to expand my knowledge on rendering which I will need as I want to build my own engine, as a hobby. After finally getting a model to be rendered ...
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0answers
53 views

Rendering a selected part of the terrain with different shading

I'm trying to understand how to modify the shading of the section of the terrain based on some user selection. In a game like Civ5, when a user selects a city or unit, that area is lit up more than ...
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1answer
100 views

Set multiple render targets with OMSetRenderTargets using ComPtr<T>

I've recently decided to get rid of pretty much all of the raw pointers from my Direct3D code, and I ran into a problem with using ComPtr<T> template with ...
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1answer
46 views

Why do I get this weird shadow render error?

Using Unity 2018.2.14/15 I've recently been working on a small project and I encountered a very weird problem. It's hard to describe so here is a picture: Originally I assumed it may be an issue with ...
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1answer
30 views

Player object's model starts to shake after some time

I created a default scene in a new project and imported a model from Unity's asset store and then get this strange behavior of the model starting to shake for no reason after some time after starting ...
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1answer
79 views

What resolution should I render art for a 3D game for PC?

I hope this is not too stupid a question. I'm making my first game for PC and I'm wondering what resolution I should render the artwork at. It will be a fixed-perspective game, so I'm using a 2D ...
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1answer
53 views

Fixing T-Junction artifacts in a BSP Editor

I'm starting a little BSP engine, and have begun implementing Brush CSG. Currently I represent my brushes as the enclosed volume of surface planes (like old idTech 3 maps), with a cache for each face ...
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1answer
197 views

Rendering clouds similar to Sky: Light Awaits?

I'm interested in adding clouds to my game, with a style similar to those in Sky: Light Awaits You can see them in motion in these videos: (Starts at 26:00) https://www.youtube.com/watch?v=...
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0answers
28 views

How to apply a visual filter to what I am drawing?

I'm looking to apply a sepia filter to what I'm rendering. Perhaps we could just apply the filter to the view or pass it to the draw method to draw everything with the filter (I'm using one draw ...
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1answer
42 views

Turning on Vertex Attribute Divisor With Instanced Rendering Renders Nothing

When I render with glDrawArraysInstanced with the vertex attribute divisor set to zero, the triangle appears as expected. But when the divisor is set to any value other than zero, the triangle ...
5
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1answer
244 views

How do I reduce overdraw in a forest scene with lots of foliage?

Unity comes with an overdraw view that looks something like this: We've probably all seen it, and have probably been advised to check for overdraw. How do you go about actually doing anything about ...
0
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1answer
41 views

Unity - Adding a sphere volume to this shader

I'm trying to create a spherical effect around my player that when they walk into range of hidden object, it gradually renders the object. I found a shader that would work pretty well for this. When ...
5
votes
1answer
853 views

Why loss of floating point precision makes rendered objects vibrate?

I'm working on an open-world game. I noticed glitches when I move far away from the origin. The objects seem to be shaking or wiggle. Especially the z-fighting seems to wiggle. And the objects that ...
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1answer
91 views

Depth sorting issue

I've been working on a custom tile-based map editor for a while now, and everything works as expected, or so I thought until I've tried rendering the actual map including the dynamic objects as well. ...
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1answer
75 views

What is the relationship between clipping and the fog of war concept?

I'm currently developing a 2D top down game and recently implemented clipping. I understand clipping in a 2D top down game as rectangle or any other geometrical form which defines a viewport for the ...
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4answers
136 views

How are semitransparent polygons rendered in the correct order?

It is my understanding that while opaque triangles can be rendered in any order thanks to the Z buffer (especially when rendering in hardware), semitransparent triangles cannot. Instead, they need to ...
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1answer
112 views

Migrating 2D game from immediate mode to VBOs

I am in the process of migrating away from legacy OpenGL calls in my 2D LWJGL game. Previously I would render each sprite using immediate mode, which was dead easy - bind the texture, add the vertices,...
3
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1answer
95 views

Render moveable entities into 3D isometric world?

I have a separate list of moveable entities, and then the regular 3D map, represented by a 2D array of stacks of tiles. My problem is that right now, I'm rendering my moveable entities after the map, ...
0
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1answer
266 views

Error code 1282 when calling glDrawElements

I am trying to render my terrain using an EBO, but the function glDrawElements returns an error (1282). I tried to find out what ...
0
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1answer
21 views

Display object at different position

Id' like to create impression of shaking holographic image of NPC in Unity 2018, but moving it with transform will cause unnecesary transform-rigidbody syncing, and using Rigodbody.position isn't an ...
0
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1answer
143 views

Minecraft/OpenGL - Create Multiple viewports

I'm working on a project for the game and i have been trying to draw a second smaller "window" that would act like a second camera, independent from the player. I have looked into glViewport however ...
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1answer
120 views

Queued rendering in LibGDX 2D

In my 2D game project, as well as in LibGDX in general, are a lot of different entities that need to be rendered(static images, sprites, animations, etc...), as well as have certain effects applied (...
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0answers
44 views

How to composite my UI render target over my backbuffer?

I have two render targets, the back buffer and another target that I am using to draw UI (at the moment this is only a quad on-screen). I have gone through the graphics debugging and checked that ...