Questions tagged [rendering]
The process of generating an image or series of images from a model by means of computer programming.
1,305 questions
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How does one efficiently render depth from an "Isometric" perspective?
I should start by clarifying that when I say "Isometric" I am talking more broadly about top-down games that use a "cheat" to display things on a z-axis, rather than being limited ...
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Does it make sense to use a compute shader with Dispatch(1,1,1) and Numthreads[1,1,1] to draw a cone?
I was working on this idea of drawing a cone rotating on the y axis with a parametric equation, using a compute shader with a function like:
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Rendering Sprite from tightly packed atlas onto RenderTexture
I'm currently working on a Unity BepInEx Plugin that should allow users to customize certain textures in the game. As part of this, I need to extract sprites from a sprite atlas into individual ...
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How to handle draw events without synchronization issues
So in my game I'm using a message queue for everything, very similar to an event manager or event queue pattern. I've seen that lots of people use them, and they decouple when the event fires and ...
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Resolution-independent rendering of crisp 2D graphics (non-pixel-art)
I’m a beginner developing a 2D game in SDL2 using C with a visual style that uses crisp high resolution graphics (like geometry dash and Hollow Knight -- not pixel art). I want the game to scale ...
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Same prefab appears very different inside another parent
I am on Unity 6.
I have 2 prefabs: the buildings shown in this picture.
Each of these prefabs includes another prefab, which is the "hexagonal tile".
It's the same "hexagonal tile"...
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Why is raylib not drawing one corner?
I have simple raylib code here:
...
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Analyzing lag spike in Monogame
The game I am making is having big lag spikes once every 10 seconds or so while running. The spikes seemed to correlate with garbage collection (although I can't be 100% sure), so I thought my problem ...
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How do I render a sector (pie/cake slice) of a circular Unity 2D GameObject?
I have a circular GameObject in Unity 2D with a SpriteRenderer attached.
I want to attach a custom component to my ...
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Raycast DDA: Wall rendering and floor rendering out of sync
I come for theory help with a classic raycast algorithm (currently, based on DDA). The problem is not with the algorithm itself, but with the floor rendering code.
I left the code of my raycast render ...
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Smooth diagonal movement with 2:1 isometric sprites?
I've made a custom engine that uses 2:1 isometric sprite graphics with a 3D world simulation. Each render tick, I convert each entity's world position into a screen position, and render their sprite ...
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Why do I see a wireframe when rendering with conservative rasterization and disabled Z writes?
I wrote a shader that implements most ShaderLab commands:
Rendering without anything fancy:
After enabling conservative rasterization:
After disabling Z write:
Ironically, that's exactly what I ...
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Unity 2d Isometric Game - Sprite Overlap issue [duplicate]
I'm making a 2d isometric game in Unity, but my sprites don't render well when they overlap.
For example, in this image the skeleton monster renders behind the dragon, but in an isometric view we ...
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IDXGIFactory::CreateSwapChain() vs D3D11CreateDeviceAndSwapChain - When to use which for making a swap chain?
I'm following a bunch of tutorial series on how to set up Direct3D 11 for 3D rendering, I'm focusing on the swap chain part for now. The main tutorial series I am following is the one by PardCode on ...
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Unity high res mesh brighter than low res mesh despite using the same material
I'm currently making an LOD system for terrain. I have a high-res mesh:
And a low-res mesh:
As you can see, the high-res mesh is significantly brighter than the low-res mesh. They are definitely ...
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Should tiles from a tileset atlas be separated into individual images when the program loads?
I load a large tileset image in at the start of my program.
To draw the game world, I loop over a 2D array of tile IDs and based on that ID I cut out a 16x16 portion from the tileset and draw that as ...
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Why is my Gouraud Shading not working correctly?
I am trying to write a 3d Renderer in C using SDL and cgml but my shading seems to be not working correctly. When rendering the teapot I get seams and when I want to render a cube I get a bright white ...
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How to compute screen-space error for LOD selection?
I'm developing a LOD selection system and I would like to select a LOD level based on screen-space error. Could someone explain how I can accurately compute the screen-space error?
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How to check if an AABB is behind another AABB while isometric depth sorting?
I have an isometric scene in a custom engine where my world sim is 3D, but I'm rendering sprites. To depth sort, I follow the approach in this blog post. Basically: wrap each sprite in an AABB, then ...
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In a modern game engine, what parts of the rendering process needs to be handled by the CPU?
In older systems, the CPU calculates the final vertex positions and feeds those, along with material properties, color, lighting info and uv position for each vertex and the GPU renders the image ...
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Load vertexes from an obj file
I do have a problem with loading my vertexes.
When I debug my code. I find out the vertexes are loaded. But when i use render doc, I found out the vertexes are not loaded. Only the first line of my ...
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Splatoon like gun in Unity
I want to create a 3D Top Down Battle Royale game in Unity and wanted to add a mechanic to color the floor, walls and ceiling, just like in Nintendo game Splatoon.
I know that you can color a 3D shape ...
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3D object blinks in and out of visibility through canvas
In the Menu scene I have canvas with buttons and some 3D objects that are visible in camera's view.
However one object - "the red prompt Arrow" is jumping in and out of visibility. Like here ...
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Order-independent rendering of 2D sprites
I am using OpenGL to render sprites, using an orthographic projection.
Each sprite has a position: (x, y, ...
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Old color attachments being used after resizing window
I have the following deferred rendering setup:
The first render pass renders the scene to a fixed size image (2048x2048) from the directional light's point of view to one color attachment as a shadow ...