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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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I understand this is a slightly esoteric question, but its something I've constantly asked myself over and over when using various 3D design tools and game engines. In what way should models be facing,...
Unirally 101's user avatar
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I'm a beginner in game programming and I want someone to confirm my understanding. Let's say there's a 3D model for a character in the game. This character is made up of triangles. Each vertex in ...
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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 ...
Ashiepaws's user avatar
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For context: I am currently working on a BepInEx Plugin for the Unity-based game Hollow Knight: Silksong. The goal is to be able to replace the base game sprites with custom ones. The game uses Sprite ...
Ashiepaws's user avatar
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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 ...
Andy Isbell's user avatar
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I have a Texture2D of the Moon, and I want to render different moon phases so that it visually matches the examples shown here Celestial Programming : Moon Phase Image Rendering, I've tried several ...
Ahmed Dyaa's user avatar
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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 ...
NewCoder's user avatar
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fire (Event event) method throws the NullPointerException. Trace: ...
erekle barvenashvili's user avatar
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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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I'm using OpenGL but this question should apply generally to rendering. I understand that for efficient rendering in games, you want to minimize communication between the CPU and GPU. This means pre-...
greenlagoon's user avatar
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I have simple raylib code here: ...
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No shape seems to show up on screen even though I have meticulously verified everything. The data set I use which is parsed by my code CORRECTLY(I checked that) to be loaded into a generic array ...
Syntax Error12's user avatar
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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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I'm trying to get materials working on a model imported into Unity 6, from Unreal Engine 5, but for some reason one of them isn't showing. I have played around with a few of the settings with no ...
Jason Crosby's user avatar
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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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Background: I am implementing a 2d renderer using OpenGL and currently working on rendering text. What I have so far: you can generate bitmap fonts from given font files (like .ttf). It works by ...
Eilan Laken's user avatar
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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 ...
Jay's user avatar
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I think I built my matrices wrong: ...
f1oating's user avatar
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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 ...
Archduke's user avatar
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I've been writing a renderer in C++ using OpenGL. Recently I wanted to implement indirect batch rendering using glMultiDrawElementsIndirect. When I try to test this ...
LaElijah's user avatar
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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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https://streamable.com/km0hv0 I want to make a low-poly game. I noticed that in blender in viewport shading mode, when the camera rotates, the face progressively change color, from grey to black, ...
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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 ...
ineedahero's user avatar
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1 answer
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When reading about the usual methods of rendering 3D models in game programming one encounters ideas such as the Perspective Projection Matrix (rasterization), Ray tracing and Ray marching. On the ...
Felipe Dilho's user avatar
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1 answer
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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 ...
whitecloth's user avatar
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I've been starting to experiment with 2D rendering, in particular isometric rendering. So far I've been having issues getting my tiles to line up. I am currently writing this in Rust using the Bevy ...
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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 ...
Jimmy Diddler's user avatar
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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 ...
ChocolateCyanide's user avatar
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I started working on a small raytracer project, and i decided to reuse my already existing openGL renderer to do this, i'm using GLM to manage transforms/positions. However, i stumbled upon a very ...
Bellaedris's user avatar
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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 ...
Finn's user avatar
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Currently, the way I render my frames is as follows. I have two arrays of pixels (in SDL_PIXELFORMAT_ABGR8888) called ...
Scene's user avatar
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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?
Giuseppe's user avatar
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What is the proper way to update at run-time the index buffer in Vulkan? Many thanks
Giuseppe's user avatar
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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 ...
Archduke's user avatar
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I need to avoid z-fighting in exactly co-planar surfaces that are too close to the other solids. I'm re-implementing the Freescape engine in ScummVM (all my code is open-source, available here), and ...
Gustavo Grieco's user avatar
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2 answers
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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 ...
NMITIMEN's user avatar
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The game runs and shows perfectly in Editor, but when I make a build, terrain and some other objects become invisible. This happens the same in both Legacy (Standard) and URP. I tried to create shader ...
Faizan Khan's user avatar
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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 ...
mueoc mueoc's user avatar
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Godot 4.2 Background: In my game prototype, I have a following player entity: Paperdoll2D has a script that dynamically adds the weapon/armor/etc Sprite2D nodes to the main sprite to "dress-up&...
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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 ...
CheckerT's user avatar
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I'm having a some problems with blending in OpenGLES2.0 I'm drawing a texture above a framebuffer (with ARGB channels). When I draw a transparent texture over a solid color, the alpha channel is ...
Gabriel Machado's user avatar
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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 ...
NationalGeographicProgrammer's user avatar
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478 views

I am trying to render a colored quad with LWJGL and OpenGL. The vertices array is specified in interleaved format and look like this: ...
Eilan Laken's user avatar
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293 views

I am using OpenGL to render sprites, using an orthographic projection. Each sprite has a position: (x, y, ...
Eilan Laken's user avatar
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1 answer
210 views

Please have a look at the 2 screenshots attached. The first one is from Blender. The second one is UE 5.3. My first question is why my model in Unreal looks brighter than in Blender? Do you see kind ...
Dron4K's user avatar
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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 ...
Symlink's user avatar
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What are the easiest ways to display gltf files in web? The following methods are at least available, is there any other ways: modelviewer.dev sketchfab's 3d engine three.js meshpage.org's ...
tp1's user avatar
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I have geometry that is overlapping with other geometry (the floor). So, I used a shader to bring my desired mesh to the top. However, a new problem arose: the shader was rendering not only on top of ...
Muhammad Faizan Khan's user avatar
1 vote
1 answer
723 views

In this video (GDC 2016), Rain World developers explain a lot of the procedural animation process in the game. However, it is not clear to me how you go from physical locations and bones to the smooth ...
evilmandarine's user avatar

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