Linked Questions

25 votes
1 answer
33k views

I'm a bit confused. The official documentation (http://msdn.microsoft.com/en-us/library/windows/desktop/bb509588(v=vs.85).aspx) says that ddx(input) is the partial derivative of the input with ...
Richard Rast's user avatar
14 votes
3 answers
9k views

When I am making a model for a 3D game what should I take as a measure in my budget Polygons (triangles) or vertices? I have made an experiment with two sets 40000 cubes one with 8 vertices and 12 ...
Michał Leszczyński's user avatar
14 votes
1 answer
15k views

Was watching some Rocket League and notice there was animated decals and wheels. . I would like to implement something similar to the effects in the image above. How would I go about writing a ...
JacketPotatoeFan's user avatar
6 votes
2 answers
14k views

I'm looking for creating smooth circle. OpenGL supports point, line, and triangle. To create other primitives like circle, we utilize the preceding shapes. In my case, I've utilized points as follows: ...
CroCo's user avatar
  • 255
4 votes
1 answer
5k views

So I am procedurally generating a tile set in Unity by instantiating different tiles that only have a transform and sprite renderer components. I managed to pack the sprites using unity sprite packer ...
Kepol's user avatar
  • 193
5 votes
1 answer
5k views

How can I maintain crisp, sharp edges on sprites, while avoiding the aliasing caused by rotation? None of the things I've tried produce a pixel-perfect non-rotated block, while allowing rotation ...
Drin's user avatar
  • 51
1 vote
1 answer
3k views

I'm using the Autopano Giga 4.4 and Autopano Video Pro 2.6 to stitch and create spherical content, but I've recently moved into wanting to create 360° tours via Unity. I know this is partly a ...
Dale Falk Jr.'s user avatar
3 votes
1 answer
3k views

I am attempting to wrap a texture around a sphere without any warping using Unity's Shader Graph. I have been following this StackExchange answer, and have semi-successfully converted their shader ...
Harper Rhett's user avatar
3 votes
1 answer
3k views

I'm trying to render a tile map world on a single sprite mesh (instead of one sprite per tile.) This significantly reduces the array vertex bus labor for extremely large worlds: In order to do this, ...
user2581732's user avatar
1 vote
1 answer
2k views

I made a circle shader by following this tutorial: https://www.youtube.com/watch?v=Ww1GbfnBH_Q. It is simple flat circle shader. The problem is that there are visible jigged lines on the circle edges. ...
Ivan's user avatar
  • 379
0 votes
3 answers
2k views

I'm really eager to know how a programmer finds useful a derivative in game development, using a real scenario as an example. Also I plan to use this question to understand the importance of ...
Martin Fernandez's user avatar
3 votes
1 answer
779 views

It has been solved, link to the final shader: Shader The problem (as portrayed by the image below) is that the pixels seem to be, for lack of a better word, cut off. I wish to either display a pixel, ...
Dennis's user avatar
  • 411
1 vote
1 answer
621 views

I've written a shader to change colour on a deformable mesh's Z position. This is to create the effect of topographic/contour maps where the colour changes based on the height of terrain of the mesh. ...
DeeCeptor's user avatar
  • 447
0 votes
1 answer
846 views

Using DX11 I have this line starting with TC = txDiffuse in a geometry shader that generates the error message. Can someone explain me the problem or if it is not possible to sample in geometry shader ...
philB's user avatar
  • 333
0 votes
0 answers
265 views

I want to utilize shaders to not only discard fragments if they are on one side of a predefined plane but also render a contour along the intersection. My fragment shader currently does something ...
graphics_guy's user avatar

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