Unanswered Questions
8,811 questions with no upvoted or accepted answers
16
votes
1
answer
2k
views
Unwanted darkening at polygon edges when using normal maps with SSAO
I'm using a SSAO alghorithm called "SAO", seen here: Scalable Ambient Obscurance.
I'm currently having issues with "smooth" normals, for example when using normal/height maps.
To ...
12
votes
0
answers
526
views
Spherical Area Lights do not match reference
So I'm adding spherical area lights to my application, and comparing my results with mitsuba, I am getting some differences (left is my approach, right is mitsuba - a pathtraced reference):
What I am ...
12
votes
3
answers
1k
views
How to hide a post-processed mesh outline when/where the mesh is hidden
I'm working on setting up an active outline in my 3d engine, a highlight effect for selected 3d characters or scenery in the screen. After working with the stencil buffer and getting some ...
11
votes
3
answers
3k
views
Why do prefabs speed up loading?
I have a scene with a massive terrain. It took a long time to load (approximately 60 seconds) when I pressed play. I am in the editor.
I prefabbed it.
Now it only took about 5 seconds to load when ...
10
votes
0
answers
535
views
Environment mapping without cubemap (need coordinates projection)
I'm working on a project with C++ and glsl (4.1).
I have implemented a mirror object which is a plane at height 0 that works as follow:
I render the scene with a MVP computed such that the camera ...
10
votes
0
answers
477
views
Implementing a SceneManager using OpenFL
I'm trying to implement a basic SceneManager using OpenFL and Haxe. I don't have a lot of experience using OpenFL and Haxe so I have a few problems.
Here is how I designed the SceneManager class:
<...
10
votes
0
answers
1k
views
How do I reconstruct depth in deferred rendering using an orthographic projection?
I've been trying to get my world space position of my pixel but I'm missing something.
I'm using a orthographic view for a 2.5d game. My depth is linear and this is my code.
...
10
votes
1
answer
2k
views
How can I Implement spin in billiard game?
I'm not sure that you played billiard or snooker before.if you played you should know about spin.
but anyway if you don't know about it you can see it in this video
I want to Implement spin like this ...
9
votes
1
answer
1k
views
How do I draw a name above monsters head?
My player HUD works perfect, but when I move, the monster name moves with me instead of getting attached to the monster.
Player has a HUD and I'm using Scene2D.ui ...
9
votes
2
answers
2k
views
Creating a curved mesh on inside of sphere based on texture image coordinates
In Blender, I have created a sphere with a panoramic texture on the inside. I have also manually created a plane mesh (curved to match the size of the sphere) that sits on the inside wall where I can ...
9
votes
0
answers
637
views
How can I compensate for camera rotation changing PCSS penumbras?
I am implementing PCSS and I am using a directional light. The directional light volume is clamped to the camera frustum (as is typical with directional lights). So when the camera rotates, the ...
9
votes
1
answer
1k
views
Using PhysX, how can I predict where I will need to generate procedural terrain collision shapes?
In this situation, I have terrain height values I generate procedurally. For rendering, I use the camera's position to generate an appropriate sized height map. For collision, however, I need to have ...
8
votes
0
answers
353
views
How can I fit a tree graph into a grid?
I have a tree graph that I'd like to fit into a grid, the result being a grid-based maze that adheres to the tree graph. Are there any good maze algorithms that are able to start with a known ...
8
votes
0
answers
240
views
How to draw text with characters rendered in reverse order in a Godot game?
I need to have some text showing up in my Godot game in a way that each character overlaps the character directly to its right, like so:
...
8
votes
1
answer
356
views
How to move a portion of bezier/spline curve along its complete bezier/spline curve?
Based on the image below, I have a curve (orange) which is a bezier sub-curve of an original curve (longer black curve). The original curve consists of a number of cubic bezier curves joined together. ...