Questions tagged [rendering]

The process of generating an image or series of images from a model by means of computer programming.

174 questions with no upvoted or accepted answers
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8
votes
0answers
207 views

How to draw a Voronoi Splitscreen view in GMS, where each player's screen area is a polygon shape?

I'm trying to implement the Voronoi Splitscreen effect that Squirrel Eiserloh described at GDC 2016, and I'm having trouble figuring out how to 'clip' the rendered scene for one player along a ...
7
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0answers
287 views

How to draw Shadow Volumes in one draw call?

I've got a simple app that draws 3D cubes using instance rendering and I'm implementing Shadow Volume. Each cube's vertex, uv, normal and index data are statically stored in 4 vertex array buffers. On ...
7
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0answers
180 views

How to use a mask texture with Kobold2D

I am an iOS developer but I'm new to cocos2d. I'm working on new game, I use Kobold2D, have cocos2d installed too, and I want to make this effect: I know how is done with Flash, but can't make it ...
6
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0answers
558 views

Irradiance Map ( Irradiance environment map)?

As irradiance map is generated for every possible normal for all the texels in environment map (as every texel act as a light source) so that we can look up irradiance map, based on normal of fragment ...
6
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0answers
1k views

How do I make volumetric grass?

I've been extremely interested in volumetric technology, especially for grass. Online resources are extremely scarce on this topic. What is the difference from creating a lot of mesh billboards? ...
5
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1answer
2k views

Drawing fonts with LWJGL3 with OpenGL

I'm very sorry if this question has already been answered, but since I've been struggling with this for many days I thought I'd give it a shot here. My goal is to somehow render some text on the ...
4
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4answers
303 views

Image-Space coherence of the z-buffer algorithm

I'm reading Hierarchical z-Buffer Visibility by Ned Greene et al. and they state that traditional Z buffering makes reasonably good use of image-space coherence in the course of scan conversion. I ...
4
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0answers
281 views

Render on texture with alpha 0 for the background colour

Sorry if the question is stupid but I am very new to opengl. I render on a target a scene with a couple of object on a background that is nothing more than the clear colour (which is 0.0,0.0,0.0,0.0)...
4
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0answers
208 views

DX 11 Specular Highlights in Deferred Renderer

I am currently implementing a deferred renderer in DX11.1. Right now I am having a problem that I can't seem to crack with specular highlights when I have multiple light sources. I keep a vector of ...
4
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0answers
487 views

Drawing cube map and texture array on NVidia cards doesn't work

I have small problem with shadow maps preview. After binding shadow framebuffer I bind proper texture to store depth in it and then render the whole scene. When I read that values in shader to ...
4
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0answers
432 views

How is Ping-Ponging done in Stage3D & AGAL (Flash Player 11)

Does anyone know how to create a Texture feedback effect in Stage3D / AGAL? I've just found the term "ping-ponging" in some GPU wikipage, hopefully I'm using it in the right place! I'll share with ...
3
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3answers
535 views

How to render top-down perspective in a tile-based RPG?

My question is specifically about the type of perspective that GBA Pokemon games like Fire Red/Leaf Green have: I'm not sure of the correct terms for what I'm trying to achieve. I am using SDL2 and ...
3
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0answers
248 views

How to render texture into box2d objects from Tile Map? Libgdx

I have a problem, when i try to render textures. I read positions of gameObjects, for example coin and create box2d objects circle shape. I have wrote game logic and began make a graphic. But for some ...
3
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0answers
106 views

android unity game optimisation

I'm finishing my game, i'm in the stage of optimisation, i tried multithreaded rendering and dynamic batching, with OpenGLES3.. i get a little bit increase , but now i'm getting function Clear take ...
3
votes
0answers
1k views

Run Unity standalone in Headless Mode whilst capturing screenshots

I need to create a unity project which runs in Headless mode (using the -batchmode command), but it must capture screenshots e.g. every one second and write them out to a file. I understand that in ...
3
votes
0answers
281 views

Rendering the whole game world

I'm trying to create a live minimap of the complete game world. In order to do that I'm taking a snapshot of the whole game world (not only the part that is displayed) every 100ms or so. The code I'...
3
votes
2answers
2k views

Use Stage's draw() method to invoke Actor's draw method in Libgdx

Question : In the following snippet, I wish to draw different shapes such as rectangles, circles, triangles etc. I will be creating different class files for each of such objects, as I did for ...
3
votes
0answers
199 views

OpenGL ES 2.0 not drawing images with shadows

I'm using OpenGL ES 2 to program a simple game 2D for Android mobile phones. I'm coding the rendering portion of the software, using the GLES20 default library. All my sprites are rendered from a ...
3
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0answers
216 views

Unity's 'Ambient' Occlusion occludes everything. How to do it better?

I'm experimenting with custom AO solutions for Unity. While looking at the source for their built-in SSAO effect, I noticed the shader is doing this: ...
3
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0answers
204 views

Texture gets blurry when moving Box2D body

I'm having this issue that is very annoying. Somehow the texture of the player body is getting blurry and leaving a slight trail with its colors when moving it. The interesting fact is, this only ...
3
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0answers
1k views

OpenGL Render Queue Design

I am currently designing the rendering system for a 2D game built in C++ and OpenGL, and am unsure about how to go about implementing a sorting procedure to maximise efficiency and minimize OpenGL ...
3
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0answers
1k views

AlphaToCoverage + Alpha Blending = Artifacts

I'm experiencing a strange problem using OpenGL SampleAlphaToCoverage mode. There are rendering artifacts when using alpha-blending on pixels that have been rendered using alpha-to-coverage - and I ...
2
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0answers
1k views

Unity LWRP alternatives for camera stacking

I am working on upgrading a project in unity from a 2018 version to the latest 2019. One of the mechanics of the game is an AR (augmented reality) system. Some of the UI elements appear in the 3D ...
2
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0answers
528 views

OpenGL back/front end threading and Doom 3 BFG engine

Introduction I have been reading through the source code of id Software's Doom 3 BFG engine. The whole codebase is on GitHub at id-Software/DOOM-3-BFG. The architecture is both clean and elegant. The ...
2
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0answers
104 views

Moving Draw functions out of GameObjects

This is basically the issue as in Tactics for moving the render logic out of the GameObject class with the topic already discussed here and here However I'm not really satisfied with the given answers....
2
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0answers
140 views

GL.Scissor not working as expected

I have some code for rendering a button in an application and I want to clip the text if it's wider than the button itself. Here a bit of code to describe what I'm doing: ...
2
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0answers
88 views

How can I reduce render time on scenes with lots of UI component?

I'm looking for a way to reduce rendering time for my Game Over scene. A quick look of the scene components is like this: All yellow objects are UIButton, texts are all UIText, white areas are all ...
2
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0answers
85 views

Problem with baked lights

I'm working on a 3D gallery experience and I'm having some difficulties regarding directional and point baked lights. When I build it for web with webgl, only global lights are rendered, but when my ...
2
votes
0answers
143 views

Custom 3D Renderer: Frustum clipping

I have recently been toying with the idea of creating a 3D-renderer from scratch and, after looking into it, doesn't seem like such a behemoth of a task as it sounds. Last night, I was tossing and ...
2
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0answers
138 views

What is an efficient mobile rendering order supporting transparent and opaque objects?

I'm interested to know how others would do / have done this. Part 1. Constraints. My current renderer is being built to support OpenGL ES 2.0 primarily and so aims for performant mobile as well as ...
2
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0answers
212 views

Texturing Objects in OpenGL

Using OpenGL tutorials found here, I constructed an .obj file loader as well as a texture file loader using SOIL. I have an issue with drawing a textured object. (Shown here) Assuming I created the ...
2
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0answers
175 views

How to improve my maxscript random blood generation code?

The idea was simple. Draw basic blood drop meshes. Shuffle them with random generator to get final drop's. Export and render them in game as other meshes. The problem is that it's not looks like a ...
2
votes
1answer
231 views

Is there a method to add partial scorch marks or decals on top of existing sprites?

Let's say what I have is a planet like so: What I want to do is to add a scorch mark like this: Now, if this was a one time thing, it wouldn't be a problem. I'd make a sprite for this specific ...
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0answers
40 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
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0answers
68 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 ...
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0answers
27 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 ...
1
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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
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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 ...
1
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0answers
29 views

Techniques to mitigate microstuttering when the FPS is above 60fps and vsync is off

The problem with first person shooters is that your input is important, and coupling it with VSync ruins it. The following frames per second data when rendering with OpenGL shows: 60-100 fps: ...
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2answers
179 views

How do I render text in a view in SFML 2.5.1 without artifacts?

I'm using the following code to render text in a letterboxed view. ...
1
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0answers
98 views

Modify Unity's New 2D Renderer for the Lighweight Render Pipeline

I would like to use the new 2D renderer available with the LWRP to take advantage of the 2D lights. I would also like to replicate the things in this video - basically, I want my character to be ...
1
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0answers
44 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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0answers
70 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 ...
1
vote
1answer
504 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 ...
1
vote
0answers
60 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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0answers
37 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 ...
1
vote
1answer
196 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 (...
1
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0answers
96 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 ...
1
vote
0answers
507 views

How to Load PDF file in runtime using PDF Renderer Asset in unity?

Hello Guys : I am working in Unity PDF Renderer. I will purchased that Asset but i need to Know, How to load PDF file one by one in run time in File path mode but old PDF File will remove and Load new ...
1
vote
1answer
46 views

How can I render 3d pictures synched frame by frame to a keyed video?

I'm developing a software that aims to combine a keyed video with a 3D rendered one, synchronously frame by frame. Each frame of video should be combined with a timely corresponding frame of 3D ...