Questions tagged [graphics-programming]
Programming related to the visual representation of information on computer screens.
412 questions
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Can a single large SSBO in vulkan store different types of structs?
I was using tinkering with vulkan and was wondering if a SSBO can store a mix of structs of different kind like shown in picture and pass offsets of the said structs to access them in shader.
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Why does early z not work with fragment shaders using discard
I am currently trying to understand why using discard inside of a fragment shader disables early z.
I am using a simple cutout shader, which discards fully ...
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115
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What is the best way to draw chunks?
I'm developing a voxel engine with OpenGL and C++ and searching how Minecraft-like games set up VAO, VBO, and EBO. I'm also dealing with transparency geometry and depth testing issue.
There are 3 ...
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281
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Game engine dev vs game programmer
I love rendering, coding game logic and implementing physics systems using libraries like SDL2, however, I also enjoy using those systems to design and put together games. Do my interest more align ...
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113
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How to load shaders in a game engine asset loading system?
I am making an asset loading system for my game engine, which is written in C++, and the idea I had in mind is that for each asset there is a corresponding loader class. Although not entirely the same ...
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Uniform buffer updates and shadow-maps rendering, cause mesh twitching
Trying to render 3D shadow_maps with Vulkan, but getting buffer update de-sync I suspect.
My question is, how do I solve the problem, when rendering, and uniform buffer data updates are not in sync, ...
2
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72
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How do I get this texture mapping for my quad (no triangles) to be perspective correct?
I'm working on a 3D Software Rasterizer and I'm wanting to render textures on walls now. I've tried to do it myself, but failed since it just distorts. I read up on the wikipedia page for Texture ...
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641
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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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80
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Frustum Culling Not Utilizing Entire Bounding Sphere in OpenGL
My frustum culling is detecting an object as culled even though not the entire object's bounding sphere is out of the frustum yet. It's like it believes the bounding sphere's radius is smaller than it ...
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291
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Cheap 2D fluid simulation at low resolution
I have a 64x64 display and an accelerometer.
I want to run a 2D fluid simulation and take a reading from the accelerometer as the gravity vector.
I'm going to be doing this on fairly low-end hardware (...
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140
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What are some basic methods/algorithms for drawing wireframe shapes using Gizmos?
This is definitely a "doing for the sake of learning" question, so apologies in advance for that, but how would you go about using the Gizmos class to draw a basic wireframe shape?
I'm ...
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172
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What are N-Buffers?
For a school project, I had to read a scientific paper that talked about Ambient Occlusion. In it, the authors mentionned using a technique they call N-Buffering. From what I understood, it looks like ...
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2
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691
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How do materials and shaders work in graphics programming?
I stumbled upon a few videos about shaders and materials from The Cherno and my understanding is that materials are this sort of input that a shader takes to calculate an output instead of hard coding ...
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251
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Setting up perspective projection in OpenGL
I'm trying to set up perspective projection in OpenGL but it doesn't work
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55
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Efficient Implementation of Dynamic Snake-Like Body in UE5: Seeking Advice on Optimized Approach
Platforms: iOS, Android, and PC.
I want to implement a snake body that can dynamically grow in length, narrow, and bend (simulate body movement, similar to bending in an arc).
I'm using UE5, and ...
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1
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341
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Padding in a vec3f array in WebGPU memory layout
I'm trying to write a WGSL structs parser (sort of webgpu-utils thing). In order to better understand the memory layout, I'm using wgsl offset computer as a helper.
Having the next struct:
...
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340
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Use of a Global Shaders in Unreal Engine to apply some pre-processing operations
I'm a little experienced in Unreal Engine, but I don't know the Unreal's graphics programming from a very low level. More in details I would like to know how could use an Unreal's Global Shader to ...
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166
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How should I bind various types of material data to the ray tracing rendering pipeline in DirectX12?
My problem is a bit complicated. When doing ray tracing rendering, all data in the scene needs to be prepared. In addition to texture resources, each object to be rendered will also have its own ...
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342
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Recommended approach to image rendering on quads for OpenGL-backed canvas
I am working on a vector graphics rendering library for OpenGL in Rust. Currently, the library's API is as follows:
...
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1k
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How to create a ScriptableRenderPass that renders normally, with lighting?
What I'm trying to do: Render GameObject(s) of a specific Layer in my custom pass. I want to do something more later, but I'm just trying to get it to render exactly as URP would for now.
I'm just ...
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83
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moving an object around a Circle [closed]
I am going to draw a shape like a gear, how can I move a tooth around a circle?
Something like the image below :
For example, I need to draw 20 teeth at equal intervals around a circle with a ...
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229
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Tessellation shaders not working, no objects drawing on screen
Using this tutorial https://learnopengl.com/Guest-Articles/2021/Tessellation/Tessellation and this tutorial https://www.youtube.com/watch?v=21gfE-zUym8 I implemented tessellation shaders that I haven'...
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263
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Why does Radiosity Normal Mapping use 3 directional components and not 5?
I have read the HL2 Paper and Presentation for Radiosity Normal Mapping.
I am currently trying to implement it myself. I already managed to generate a single radiosity lightmap by drawing a hemicube ...
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117
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What is the process of making a chracter creator like black desert in godot/unity?
example
I get the point of switching heads or other body part models as long as they are all attached to the same bones then the animations will work, but what about changing the color of lips, ...
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133
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Gaussian blur only blurs the interior of primitive?
I cannot work out why my blur shader based on this example affects only what's inside the illuminated sphere. Below is the loop I'm using to blur an HDR framebuffer 5 times horizontally and vertically
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341
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Unity Shader - Moving one texture around and on top of another texture
I have a shader that applies a texture to a sphere with lighting, making it look like a nicely lit planet:
The code for my shader is here:
...
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318
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How to do perspective transformation of linear depth in vertex shader
I know mathematics of perspective transformation.
...
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1
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273
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Drawing a filled ellipse in Unity
For my Unity puzzle game, I am looking to draw elliptical "shadows" under certain letters in a Text Mesh Pro text field.
These shadows will have varying widths depending on the width of the ...
2
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1
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263
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Depth func LESS EQUAL not working as expected
How is it possible that a fragment is generated, passes the depth test but isn't written to the current render target?
This is the pixel history I see if I capture a frame in RenderDoc:
The fragment ...
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1
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2k
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How do I corretly use a Direct X 12 Root Signature?
I know a Direct X 12 Root Signature tells Direct X 12 how to use the resources between the CPU and GPU, but I'm having a hard time using it.
I tried using it before but it kept failing saying the ...
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1
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110
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Anyone about me how we make games in Android , also about me can we use c# or c++ in blender [closed]
I'm a new student in game development. Can I use C++ in the Blender game engine or just only write python there?
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758
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Why clip in clip space - confusion with Gribb-Hartmann clip plane extraction
I understand to extract clip planes from the perspective matrix one can follow the methodology laid out by Gribb-Hartman as documented here:
http://www.cs.otago.ac.nz/postgrads/alexis/planeExtraction....
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2
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483
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How would I go about preparing my skybox for a z-up world orientation?
**Solved!**
Special thanks to comments from Maximus Minimus and Jherico. Scroll down for the solution made in the shader.
I am working on a vulkan renderer in rust using the ash crate. I would like to ...
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2
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2k
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In OpenGL, why do people worry that the accuracy of the depth buffer gets worse the farther away?
I'm really new to graphics programming, so I'm learning about depth buffers with this article.
I got that the conversion from View Space to NDC is non-linear, but I think we can avoid the problem by ...
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70
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shader can't read data except position, texcoord, normal
i want to read bone's weight but shader can't read data
this is my vertex type
...
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422
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OpenGL : std140 alignment and uint64_t arrays
I have a problem but I can't figure out what is happenning (I think that there is an alignment problem...), so in my OpenGL application I use bindless textures which handles are sent to the shader via ...
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1
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70
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Drawing multiple simulation ticks in a single render frame
I have a 2D fixed-timestep simulation (a bunch of moving sprites) that ticks several times per render frame.
I would like to render the state of each tick, so that all the ticks between render frames ...
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334
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How to get world coordinates from a 4X4 camera matrix
I have Intel T265 camera which has a camera coordinates system like following diagram:
The camera system has two cameras and the center of the two cameras is the position of the camera system.
The ...
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1
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112
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How to construct a matrix with the following mapping
How would I create a matrix that maps coordinates like so:
Near plane
x: [-3,3] -> [-1,1]
y: [-6,2] -> [-1,1]
z: 2 -> -1
Far plane
...
3
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364
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How to make use of resizable BAR?
From what I understand, resizable BAR (aka. Smart Access Memory) makes it possible to access the whole GPU memory from CPU code. But how can a programmer make use of that?
Is there an example or code ...
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1
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4k
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What is GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS?
I am a beginner in OpenGL. I am learning about textures in OpenGL. What I don't understand is how to determine how many texture units are in the GPU. I heard someone said that you can see how many ...
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192
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What does glBlendFunc(GL_DST_COLOR, GL_ZERO); mean?
I need to write a description about a filter method I made but I don't know what glBlendFunc(GL_DST_COLOR, GL_ZERO); means.
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82
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Why are vertices coordinates are always between -1 and 1 in 3D Models
I'm writing my very first 3D rendering engine in C++ using SDL2, and I've been following this book that has multiple code examples that has 3D models with vertices that all have coordinates between -1 ...
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2
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749
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Generate vertices of a sphere by using spherical coordinates
I'm trying to generate points for a sphere by subdividing the space of spherical coordinate in res sector and res slices.
At first I did my own implementation, but it wasn't working. After a while I ...
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1k
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Supporting multiple graphics apis
I would like to provide support for switching between both OpenGL and Vulkan in my game (and potentially DX12 later). Currently I only know OpenGL so I am working on that.
I have read a lot of posts ...
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988
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Unity: Alpha and color issues with opaque projector/decal shader
I have been attempting to make a simple "overwrite" version of Unity's projector shader. I can either respect the color, or respect the transparency, but not both.
I have simplified the ...
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1
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744
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Get black bars with framebuffer and glViewport
I have read several tutorials and answers regarding framebuffers and glViewport, but I can't seem to resolve this issue I have. I want to take a low resolution framebuffer (400x225) and place it in a ...
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1
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340
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Opengl in 500 lines barycentric calculation question
https://github.com/ssloy/tinyrenderer/wiki/Lesson-2-Triangle-rasterization-and-back-face-culling
I cannot figure out how we go from uAB-vector + vAC-vector + PA-vector = 0 to the linear system with ...
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162
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Opengl in 500 lines point in triangle question
https://github.com/ssloy/tinyrenderer/wiki/Lesson-2-Triangle-rasterization-and-back-face-culling
I am on lesson 2 of the "Opengl in 500 lines" tutorial. I ...
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347
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Difference between shader input element classification between D3D12 and Vulkan
I'm confused about the difference between the shader input element classifications in D3D12 and Vulkan. For example, in Vulkan I could have the following declarations:
...