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Questions tagged [graphics-programming]

Programming related to the visual representation of information on computer screens.

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I'm using artwork from the following page: http://opengameart.org/content/first-person-dungeon-crawl-art-pack As you can see with the first artwork, the grass field is long. The floor also goes into ...
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What is a plausible, basic equation/pseudo-code for energy-conservative Blinn-Phong shading, including Fresnel with a coloured light-source? The net gives so many alternatives that it's hard to ...
Viktor Sehr's user avatar
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Something I do not understand. All the tutorials on OpenGL, DirectX, or other, always show you how to draw a shape and then change its vertices, move it around and so on. But all the games I know of,...
johnny's user avatar
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While working with XNA today, I looked at the debugger information for Game.Services to retrieve the GraphicsDeviceManager so ...
Kyle Baran's user avatar
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Let's say I have two models: model 1 is hilt and model 2 is blade. How would I merge these to models together to create a sword?
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Why normal maps are predominantly blue instead of a random color? I guess normal vectors of a 3D object can point in every direction, like: ...
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I have noticed that the tangent vectors that I am calculating are not always facing the correct direction. The tangents on the left and right of the mesh both face the same direction. Here is a ...
Ahsan Fayaz's user avatar
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I have following piece of code, now i want to move the "moon" object in the orbit around "earth". please help!! ...
khalida's user avatar
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I have normal mapping working in my game, but I want to only use normal mapping for some surfaces, and not others. Right now, as far as I can tell, my shader is applying an incorrect normal of (0, 0, ...
Ahsan Fayaz's user avatar
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I'm going to start with some background, so jump to my question at the bottom for the TLDR version. Problem: In a Japanese 4gamer article (english translation via Chev on Polycount) explaining some ...
MrKatSwordfish's user avatar
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I want to be able to quickly outline sprites(mainly with black, but other colours too) without doing it manually, as pictured. What would be a good program/solution to do so? Edit: I don't want it to ...
Hypergardens's user avatar
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I am updating one of my shaders to a version of OpenGL/GLSL that doesn't automatically provide gl_NormalMatrix (for educational purposes; I'm not ripping out ...
Ahsan Fayaz's user avatar
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I wanted to know how much memory does Adreno 320 GPU provide ? I am using Nexus 4. I Googled about it and not able to find any details about it. Can anyone provide the details?
Mayank's user avatar
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Recently at a job interview, I mentioned that I taught myself modern OpenGL and rendering with vertex buffer objects because my university only taught the fixed function pipeline with immediate mode ...
Ahsan Fayaz's user avatar
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I would like to use a custom effect with a regular XNA SpriteBatch. I have a 2D camera which computes a transform matrix, so I need my shader to take this into ...
dfgdhdgh's user avatar
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Say I want to come up with a way to replace what OpenGL and DirectX specifications do: communicate with GPU to get some functions done that help hardware-acceleration and rapid drawing of screen data. ...
Man Of Many Sides's user avatar
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I've been reading a lot about HDR techniques and came across Alpha Blending compatibility. Searched even more and found this snippet from the Ogre Forums: With source alpha blending, it sometimes ...
Cristina's user avatar
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Basically vector graphics have many advantages, especially that they scale very nicely. So there are many reasons to use them in 3D and 2D games. Is there any support for hardware accelerated vector ...
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I am trying to create the graphics system of a 2D game using OpenGL 3.3. To help me in this task I am using the GLM math libraries. However I am having some trouble. When my objects (for now they are ...
blastxu's user avatar
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I have a background of a given size and filled with a given color. I want to change it with an animation effect, starting from the center and spread out until it extends the whole background. The new ...
Simon Kemper's user avatar
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I saw Smash Hit the other day and was amazed by the physics of the game, specially the shattered glass effect: I've read other posts about this subject but I still feel that they don't share enough ...
karlphillip's user avatar
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3 answers
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We currently have a lot of data relating to cracks/corrosion/deformations in metal pipes which at present, can be viewed in a crude flat/2D application which makes the metal anomalies hard to spot. ...
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As an experiment I want to code a "Hello World" program for N64 using only assembly code, using no headers, tools, helper files, etc. I just want to write the assembly code bare bones from absolute ...
tomhardyboy's user avatar
3 votes
3 answers
1k views

In first-person-shooters like Call of Duty, the hologram only appears when it is behind the glass portion of the sight. In OpenGL, would it be implemented by rendering the glass to the stencil buffer ...
Victor's user avatar
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9 votes
1 answer
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I started playing this game for the first time lately and this really peaked my interest You can see the transition in motion starting at ~12:08 There seems to be some interesting maths taking place ...
oxysoft's user avatar
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I want to have an object follow around my mouse on the screen in OpenGL. (I am also using GLEW, GLFW, and GLM). The best idea I've come up with is: Get the coordinates within the window with ...
kevin james's user avatar
1 vote
3 answers
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I have a direction vector on which I have to apply some rotation to align it to positive z-axis. To use Matrix.CreateRotationX(angle) of ...
Shashwat's user avatar
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2 votes
4 answers
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I have been trying to use OpenGL for two days now. First on Mac, then on Windows. The problem with Mac is that it doesn't support the newer versions of OpenGL. I ran a tutorial that actually did get ...
kevin james's user avatar
0 votes
1 answer
301 views

I am developing a game on android using OpenGL ES 1.0 for Android OS. It is a 2d game using a simple Orthographic projection and textures for the sprites. One of these textures has a small line (it ...
Beginner001's user avatar
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I am creating a 2D game with LibGdx that will have creatures that are generated from dozens of characteristics with potentially millions of unique combinations. For each segment of each creature, I ...
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One of the major changes I have encountered between Direct3D 9 and Direct3D 11 is the new API for setting up texture sampling. In D3D9, it was sufficient to simply set a given value of a given ...
Richard Copperwaite's user avatar
1 vote
1 answer
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I've been working with a few different engines alongside trying to code my own project. Rather than rewrite an entire renderer, etc I am using Ogre3d. To begin with I am trying to implement a very ...
Tim's user avatar
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6 votes
2 answers
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I've recently started upgrading my SDL version from 1.2 to 2.0.3, and while on the SDL Wiki, I've come across SDL_Renderer, SDL_Window, and SDL_Texture. I did some research and found a link at ...
igrad's user avatar
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1 answer
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I have implemented a simple Phong shader without specular highlights for now (just ambient + diffuse components) The problem however, is that the calculations seem to be done in camera space; as I ...
codemonkey's user avatar
1 vote
2 answers
1k views

Question I'm working on a side-scrolling game that has a 2D grid for rendering to the screen. I'm using OpenGL, and I've optimized my game so that nothing invisible is attempted to be drawn. As of ...
Nicholas Miller's user avatar
1 vote
1 answer
2k views

So far I have been using normal avering to calculate the normals for my vertices in my heightmap, with good graphical result (see picture), however it is terribly slow. With a incresing image size the ...
Fredrik Boston Westman's user avatar
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1 answer
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I've been hacking around with OpenGL, but there's a few concepts which I can not find the answer on. I want to draw three GL_QUADS next to eachoter like so: 1[2][3] I know GL_QUADS are deprecated, ...
Oje's user avatar
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What's the use of the xyY colorspace in games? I'm not sure what's the advantage of using it in shader programming or elsewhere.
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See [dead link removed] at the repository. Screenshot: [broken image removed] Left: bullet imported version, right: correct 3ds max version. It's somehow inverted. If you think that left part is ...
vbprogr's user avatar
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1 answer
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What i need help with is how can i get a chunk of a large 2d char array and update it so i am only drawing enough tiles to cover the screen? Currently, i load all the chars from a text file and store ...
user3256254's user avatar
2 votes
1 answer
951 views

I'm making a lighting system right now, and the last part I have to do is to invert the alpha channel on the final light map. My previous code that used to work was ...
Kyranstar's user avatar
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56 votes
7 answers
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How can I draw outlines around 3D models? I'm referring to something like the effects in a recent Pokemon game, which appear to have a single-pixel outline around them:
mystic portal's user avatar
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1 answer
737 views

Here is a video of Amiga arcade pool game: https://www.youtube.com/watch?v=zTQIPFBUFIg I am making a similar game with C and Gtk+3.0 but I don't know how to show balls 3D movement on 2D plane! I ...
user175023's user avatar
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1 answer
197 views

Was it okay to use Texture.setEnforcePotImages(false) in order to disable conditional width and height pixel size that requires power of 2? I'm planning to sell the ...
David Dimalanta's user avatar
7 votes
2 answers
2k views

I'm trying to implement an atmospheric scattering in my graphics (game) engine based on the GPU Gems article: link. An example implementation from that article uses a skydome. My scene is different - ...
Irbis's user avatar
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1 answer
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I'm implementing a touch screen interface whereby the user dragging their finger on the screen will rotate the camera in a sphere around the central point. My code works well for the horizontal swipe ...
user39022's user avatar
2 votes
1 answer
2k views

How can any interactions between these two shaders work? I mean the vertex shader sends a vertex's color to the fragment shader, but that's only one fragment, what about all the other ones between the ...
Kipras's user avatar
  • 301
3 votes
1 answer
6k views

I don't fully understand the differences between uniforms and attributes. To be honest, I probably haven't even used attributes. Can uniforms change for each vertex? I mean to calculate the vertex's ...
Kipras's user avatar
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2 votes
2 answers
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I am attempting to generate some terrain based upon a heightmap. I have generated a 32 x 32 grid and a corresponding height map -> In my vertex shader I am trying to offset the position of the Y ...
Dark Alliance's user avatar
7 votes
3 answers
2k views

My previous question wasn't clear enough. From a rendering point of view what kind of techniques are used in this image as I would like to apply a similar style (I'm using OpenGL if that matters): ...
Rhakiras's user avatar
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