Questions tagged [viewport]

An area (typically rectangular) expressed in rendering-device-specific coordinates, e.g. pixels for screen coordinates, in which the objects of interest are going to be rendered

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How do I determine that the edge of the camera intersects the edge of the background sprite? UE4

I'm trying to make sure that when the camera reaches the border (left or right) of the sprite's background, a copy of it is spawned from the corresponding side. But I seem to be missing something in ...
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using glew glviewport cannot get the correct proportion of a window

the generated window resolution is (1334, 750) when i call glViewport(0, 0, 1334, 750); the whole window is filled, but when i ...
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How to convert from frag position to UV coordinates when my viewport doesn't cover the screen?

So, I'm implementing SSAO as part of my rendering pipeline using OpenGL/GLSL. It works pretty well when I have a camera that takes up the entire screen. However, when my camera is smaller than the ...
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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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Change Unity 3d viewport shortcuts to match Blender?

The shortcuts in Unity are more similar to Maya (Alt+Middle for 3d orientation, LeftClick select, etc). I've looked into Edit -> Shortcuts but couldnt find them. Is there any way to do this?
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Libgdx FillViewport vs FillCamera unproject issue

I have no idea why this happens. But I have the following scenario: Rendering a tiled map works fine. Rendering the sprites texture region works fine. Rendering the shapes of the sprites using a ...
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How to check what part of an gameobject is seen by a camera?

Could anyone please give me a hint on how to determine how much of an object is seen by a camera. There have to be a threshold value (e.g. 30% of an object is seen). If value is below the threshold ...
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Why is there grey haze that appears when game is simulated in viewport, and how do I fix it?

For some reason when the game runs in the regular viewport (not it's own) a grey haze slowly appears. This never used to happen. The level architecture (code) changed recently and then this started ...
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Does Unity provide access to a camera's Viewport Rect in a shader?

If I, for example, set a camera's Viewport Rect to W:0.5 H:0.5, is there some way to access that in a shader? Is there some way to extract it from unity_CameraProjection? I thought about comparing ...
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How can I instantiate enemies in a 2D game at a set Viewport Position before my camera enters the room? (Or alternative solution!)

I'm currently working on a 2D game where I'm trying to pre-populate my level with encounters, I want the enemies already in the room when the player enters. Right now the encounter is triggered upon ...
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How to do in Godot 2D: game screen in one viewport and minimap in another. Different sprites on each

The second day I google the tutorials, but nothing comes of it. All tutorials link to splitscreen demo, but it is made under the second Godot and does not work in the third. The problem is this: I ...
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OpenGL viewport is stretched

For this project I am using GLFW, glad and glm. My window looks like this: The dimensions of the window are correct, but the viewport is stretched, making my square into a rectangle. How do I use a ...
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How to draw a rectangle with a border pixel over a camera/viewport?

With this code I intended to visually delimit the complete view of the circuit and the two controlled cars: ...
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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 ...
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Problem displaying drawing of a path in camera/viewport

I have an adm object, which draws the path in the room like this (Object ADM - Draw Event): ...
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Keep player within screen bounds, top down shooter

I am using x and z axis to go left/right ; up/down respectively. The Camera is on the y-axis. I have the following code so far - private float playerWidth; private float playerDepth; ...
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188 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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Unity | Camera - Follow target with view port point's offset from center

Some additional remarks before I address the issue: How Viewports work in Unity: Whatever the dimensions of the screen's rect, the viewports coordinates are mapped in normalized coordinates, where 0 ...
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World position reconstruction from depth fails when viewport size does not match window size

I'm facing very strange issue. My code for world pos reconstruction works correctly when the viewport size is equal to window size (or framebuffer size in other words). Below is the part for ...
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Transforming 2D viewport coordinates after scaling the viewport (zoom in/out)

I've been getting started with personal experimentation and have been working on a project for a few days now using SDL2. It is a 2D game, and at this stage I have it rendering game objects in a fixed-...
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Why doesn't the Camera.pixel(Height/Width) match the Canvas size?

I am making an app that has a custom viewport Rect like so: When I check the sizes of this viewport rectangle in pixels with Camera.pixelHeight; Camera.pixelWidth,...
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Custom Camera View Fustrum in Unity

Is it possible in Unity to make some sort of bounding box (with a running application) within the current viewpoint of the actual screen? Let me explain: I'm working on a project which uses a ...
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Setting up a low res viewport to stretch in Unity

I am working on porting a low-res game over to Unity. In my previous engine, I had the option to set a native resolution (say, 160 x 144), and it would automatically stretch when the player entered ...
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Performance problems with scrolling html5 canvas for large tile-based game

I try programming a splix.io clone as an electron app and do the visualization via the html5 canvas. The movement across the tiles should look fluent like the original, so I target 60 frames a second. ...
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365 views

Javascript/HTML5 canvas: Integrate scrolling tilemap with map server

I am playing around adapting the example code at Mozilla Dev Network: Square tilemaps implementation: Scrolling maps to fit with a server I wrote myself. There's a link to the original source code at ...
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How to keep an object in a certain part of the camera view?

I have a 3d camera that is viewing a character that is moving. As the character is moving i want the camera to adjust itself so as to keep the character in the left third of the camera view. I ...
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Making Minecraft in 2D. Blocks move when player moves

I want to make a 2D Minecraft game and I have drawn the grass blocks and you can dig but when the palyer moves the dirt moves too. It draws on every block wich the player touches a dirt block because ...
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351 views

How to load/unload chunks data where view port is currently focused on?

I have a 2D tile based engine with infinite procedural chunk generation. But I can't invent an algorithm, that will fill only chunk tiles on view port (and destroy old). Pls help ViewPort size can ...
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332 views

libgdx Camera and World Size Question

I'm new to libgdx and especially to using OrthographicCameras. I'm trying to understand how useful they are. The question is, suppose I have a game map 500 units wide. I have an OrtographicCamera ...
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1answer
460 views

3D camera - window resolution relation

I'm having a bit of an issue when it comes to 3D- and 2D camera(s), in relation to a game's window resolution. I want to let the player choose from different window resolutions, either from a menu or ...
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178 views

How do I deal with this tilemap wraparound edge case?

I'm building a 2D game engine that uses tilesets to build levels. I recently added functionality to handle wraparounds (ie. where the right edge of the map connects to the left edge.) The engine ...
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2answers
269 views

LibGDX - GameWorld Dimensions vs ViewPort Dimensions vs Camera Dimensions

Before someone mark it duplicate - I am aware that there are few questions already on this topic but the explanations are all theoretical and no graphical elaboration was provided which I think will ...
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506 views

get position of GameObject on rendertexture from camera

I'm rendering the camera output to an rendertexture on a plane. This works fine. But I want to put GameObjects on the rendertexture on positions of world objects that are visible on the camera. <...
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Implementing navigatable achievement menu in javascript

I am in the process of learning javascript for game design, and wanted to make a separate achievement page that the user can navigate to that will allow them to check their achievements on various ...
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How to restrict the players movement win relation to screen bounds in Unity? (Without colliders)

I am really enjoying making the switch to Unity. But here I have found one of those rare moments where it appears to make things more difficult (at least it is for me as I am crap at understanding the ...
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LibGDX - Camera and viewport initialization in show()?

I'm reading the book LibGDX game development by example and the author tends to follow a pattern like ...
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How to smooth viewport panning when using minimap (in typical RTS)?

Let's take typical modern RTS game which features a large map (say 256x256 tiles). There's also a minimap in the GUI, typically up to 256x256 pixels in size. (Let's take these numbers for upcoming ...
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How and when do the model to world, world to view, et cetera multiplications happen?

I learn matrix transformations for game design and I struggle with some basic concepts. I see the actual multiplication taking place before rendering in this sequence: MODEL into WORLD: multiply each ...
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How can I add solid collideable borders to the viewport regardless of the resolution?

I'm making a game in Unity. In my game I have a sphere, what I need is for the sphere to rebound against the edges of the viewport. For that I used a few Gameobjects with 2D box colliders. The ...
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Using Multiple Viewports in LibGDX?? help needed badly

I've asked this question before but i am still unclear of how to do this after hours of frustration I have messed up yet another decent project I've been working on. I had a fully functioning Snake ...
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870 views

Gdx.graphics.getWidth() vs cam.viewport width

I'm facing difficulty understanding the difference between Gdx.graphics.getWidth() vs cam.viewportwidth, What is the difference?
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Libgdx handle screen resolutions

I know there are some questions to this topic, but i didnt find a satisfying answer for my problem yet. I'm learning to use libgdx right now, and I'm not sure about handling different screen ...
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Drawing only objects that are currently in viewport [Gamemaker]

Following on from my previous question about optimising large object counts in Gamemaker, I am looking for a method for the solution proposed by liggiorgio. My game has large numbers of small, sprite-...
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How to calculate 2D viewport coordinates in a shader?

In Unity, I use the following shader to calculate 2D viewport coordinates : ...
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glViewport and single-pass cubemap rendering

This question is related to another question of mine on StackOverflow. The problem I'm facing is that while I'm rendering to a cubemap in a single pass using a geometry shader (like I show in my ...
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How to use the SDL viewport properly?

I'm very confused about the SDL2 viewport, I did some googling to find out how to implement it but people keep mentioning things like "world coordinates" which I don't have in my game. Question : Do ...
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ScreenSize vs. WorldSize

While programming a game with LibGDX, I came across a problem. My OrthographicCamera wasn't centering in the right place. I was trying to center the camera by using the line of code: ...
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How to split a screen in half using LibGDX without scaling?

I am currently working on a racing game with libGDX and I need to split the screen in half for a two-players mode. (Player 1 in first half and Player 2 in second half). I already have Camera1 that ...
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LibGDX - Trying to make a radar-like display

i have an interesting question about geometry. I have two or more moving objects outside of my stage's viewport (blue and red circle in the image below), which i want to point at with two arrows on ...
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I can't center my actors with ExtendViewport, Libgdx

I'm making a level select screen and I need use ExtendViewPort (I can't use Fit for other reasons), but this viewport moves my actors to the left, I need center them. I put X and Y position ...