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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 have a class called 'GraphicalHandler' that all my graphical handlers inherit from the main game loop. The class manages a static vector of pointers to all instances of itself. I can then call the ...
JensB's user avatar
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I'm writing a 2D game with an internal 3D space. The view is 3/4 view. I've run into trouble with the render order of entites. Context: The world uses a tile system, like a 3 dimensional lattice, each ...
Chuan Li's user avatar
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I would like to render with any camera at any given time for a Portal clone project. There's a USceneCaptureComponent2D but it renders the whole scene to a texture. ...
Daniel Marques's user avatar
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Why these numbers?? I have created a dynamic ubo and two objects, one for view and proj and the other for model. Here I update the objects: ...
marco luberto's user avatar
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I had a problem yesterday where some of the meshes were not visible. I figured out the problem, which was that the mesh renderer bounds were not in the cameras field of view. So, in order to make the ...
KI.'s user avatar
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I am create a modern Unity based client of an old MMO from 2000, and I am working on implementing their lighting system. Based on the data I have reverse engineered, it looks like they used a custom ...
Satchmo Brown's user avatar
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I have been playing with OpenGL for a while and I came into the wall that I don't know how to pass. I am trying to render a model of an object based on a .obj file. In that file I have position ...
Kuba's user avatar
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I am making my first 2D game in Unity and something has been bothering me. If I'm in the scene view, my game looks fine but when I go to the game view the pixels in the sprites aren't rendered ...
IceColdCamel's user avatar
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1 answer
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Both the editor and the game seem to lack anti-aliasing even though quality is set to Ultra. I chose the "3D" project template when I created the project, so I am using the build-in render ...
pale_rider's user avatar
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I have read this blog: https://blog.molecular-matters.com/2014/12/16/stateless-layered-multi-threaded-rendering-part-3-api-design-details/ Where does a setup like this bind textures/buffers and does ...
Raildex's user avatar
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I was looking at this library https://github.com/blend2d/blend2d .It does not use gl , glut of glfw.How is it rendering?
goodlifetobesavecompenthusiast's user avatar
1 vote
2 answers
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I'm on Win10, OpenGL 4.5 I wrote some code that takes mesh data from an OBJ file and puts it into a vertex buffer. I used this code to import a cube OBJ and render it in OpenGL. For some reason, ...
sunsigil's user avatar
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I am trying to render a 3D cube in the R programming language, and add a texture to each cube face. So far I have this code that draws the cube: ...
alandra's user avatar
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My game's FPS drops to 30 - 8 FPS on any 64 bit Android device but is at 59 - 60 FPS on an even lesser 32 bit Android device. I've tried unchecking Development Build on Build settings and I've tried ...
Gozmetaiemax's user avatar
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I am new to Unreal Engine. My game in mobile looks totally different than in Unreal Engine editor. In Editor: In Mobile: Is this a symptom of something obvious? How can I make it so that what I'll see ...
Mokshith P B's user avatar
2 votes
2 answers
368 views

I am making a voxel game with OpenGl, I've got the major parts working, except the camera seems small compared to the the blocks. How do I make the camera bigger? Do I do a scaling on the model ...
shahanneda's user avatar
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I found some code I needed online, but I want to understand how it works. Renderer c = (Renderer)b; What is this (Renderer)b ...
rickyc's user avatar
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I have an issue regarding weird horizontal and vertical lines that occur in my game engine. The lines is in the background color. It occurs when I draw a lot of tiles in this way: ...
DubstepZedd's user avatar
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When I add multiple planar reflections for arch-viz, some of them on glasses don't have any result, but ones on mirror works properly. Sometimes all the planar reflections on glass are invalid. But ...
bao007fei's user avatar
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I am writing custom a custom shader for Unity's Universal Render Pipeline (Version 7.3.1). The meshes are built using three separate UVMaps for different portions of the mesh. The reason I actually ...
Rug's user avatar
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I am using Canvas in my android game. When I remove a no longer displayed entity in my entity list, all other entities are flickering for a brief time. When it's not removed, there is no such problem. ...
DeveloperKurt's user avatar
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As the title suggests, I would like to know how I can take advantage of a desktop PC at my workplace to help boost the performance of the editor on my laptop at home. General editor actions such as ...
Microbob's user avatar
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At some angle my mirror with planar reflection shows this result. Looks like it mix with the sphere reflection capture. How to fix it?
bao007fei's user avatar
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2 answers
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The main goal is to animate my player with animator on a canvas. The problem is that any 3d object (my player, a cube) I drag over the canvas is transparent/not seen. The main camera is set to Clear ...
Daniel Lip's user avatar
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I'm currently learning about Unreal Engine 4 by making an FPS game. How can I render the player character's hands and gun on top of everything? Currently when I walk up to a wall, the hands and gun ...
Elu Thingol's user avatar
1 vote
1 answer
211 views

I have a building, built in blender, that has been imported to Unity. And I flipped every necessary piece and calculated the normals inside in blender. However, since I made the rooms inside the ...
Zett's user avatar
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2 votes
3 answers
766 views

I want to render thin bumpy glass with refraction. But it offsets too much(look at the black frame of the glass). Looks thick. How to do thin glass refraction properly? Or is it possible to exclude ...
bao007fei's user avatar
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1 vote
2 answers
807 views

I would like to have a VR camera (for the player) but also have another camera (spectator). I am using Unity 2019.4.8f1 on the Universal Render Pipeline I have only been able to find outdated articles:...
OskarZyg's user avatar
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1 answer
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When placing tiles in an isometric tile-map in Unity, I try to place blocks on top using the "Z Position Value" However it looks like higher Z position values get rendered underneath. In ...
Ced B's user avatar
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Is it possible to apply fog to a non-main camera?
ina's user avatar
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I am currently experimenting with the DIY holograms. Does anyone know to split my windows into 4 perpendicular identical displays like this but for Windows? I am using Unreal Engine & I want it to ...
Ahmed Amr Salah's user avatar
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1 answer
564 views

I'm doing something in Unity where I need to specify the position and orientation of vertices with two Vector4s, and they're not just position and normal vectors. I'...
A. Kriegman's user avatar
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I want to implement 2D lights in Unity. So, I downloaded the Universal RP package from the Package Manager. I created renderers as shown here, then I created a light object (Point Light 2D) in a new ...
Ishan2077's user avatar
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1 answer
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I was trying to implement a simple mechanic by drawing a line between the sprite and the mouse, but it's not working that well: ...
SHikha Mittal's user avatar
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1 answer
1k views

I'm migrating my game pet-project to ECS. I use C# (custom-made engine, not Unity). It goes pretty well, but one big thing is making me worry. This is how and where to store pointers to system ...
demiurghg's user avatar
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2 answers
146 views

I want to have both Point Lights, aswell as Spot Lights. For the Point Lights I have a TextureCubeArray and for the Spot Lights I have a Texture2DArray. Is it possible to combine these two into a ...
Raildex's user avatar
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I am currently thinking about how to organize shadowing and lighting. We use forward rendering and currently, our algorithm looks like this: collect all items that are visible in the view for each ...
Raildex's user avatar
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2 votes
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I'm creating a lipstick filter. I have a basic mesh for the lip shape ( 140 vertices ) which I am able to render on screen. I need the mesh since I have my own lighting system, and hence need the ...
Anubhav Roy's user avatar
1 vote
1 answer
171 views

I am rendering a scene into a RenderTexture and I have a set of 3D points. I want to convert these points from 3D to texture coordinate frame. It worked, when I rendered into screen and used ...
Hillbilly Joe's user avatar
1 vote
2 answers
649 views

I want to create a game with the character graphics similar to Valkyrie Profile. I don't know whether I should make my game character sprites pre-rendered or hand drawn, or which technique would let ...
lebobbi's user avatar
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1 answer
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I just added URP to my project then upgraded the materials to URP and now it's not rendering the environment anymore I found the problem is that I have 2 cameras which are stacking on each other: one ...
Armin Malek's user avatar
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Im working on a small project to learn the basics of post-processing, shaders and other effects in Unity. My project is in 2D, so I followed this Brackey's tutorial and this tutorial. The bloom effect ...
nir shahar's user avatar
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1 answer
2k views

I'm unable to find how can I get current intensity level of emission in Unity. Is there some kind of method that can return its value? I need it to complete my algorithm's formula: ...
GuruG's user avatar
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1 vote
1 answer
875 views

Please help me getting understanding how did they sort polygons in old games from the eighties. They did not use z-buffer or anything like this, thats for sure. Please look at the screenshot. How ...
fitnezz's user avatar
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1 answer
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I remember coming across a Unity 3D tutorial where there was a technique where the contents of a 3D shape change based on which face you are looking at, similar to this screenshot from Antichamber: ...
user140760's user avatar
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What are some of the tricks engine can use to render object that have extremely high polygons efficiently? I know one thing we do is render only the parts that the camera points at, but I am wondering ...
user avatar
3 votes
2 answers
2k views

In most 3D renderings, a view frustum is used. This has the problem, that things get stretched out towards the edges. At "normal" fov (field of view) of about 60 degrees, the effect is not ...
merspieler's user avatar
1 vote
1 answer
53 views

For example - If a title had a very heavy simulation loop (say 20ms), is it desirable to render at a greater rate, say 90hz? This would always a present head pose correct to the view, without being ...
Justicle's user avatar
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I have a separate camera from my main camera, whose purpose is to take screenshots, or render a "live feed" of the action, at different angles. Hierarchy as such: The game object labeled as ...
Zoop's user avatar
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1 answer
463 views

I have a material with an existing normal map. I added a secondary normal map to represent damage via script. I assign to the appropriate texture property ...
Zoop's user avatar
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