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Questions tagged [graphics]

A very generic term referring to visual part of a game. Try to avoid unrelevant usage and instead tag for specific graphics type (2D, 3D), API, framework or a library you are using, if possible.

1 vote
0 answers
124 views

I'm working on a C++ game engine for my own projects. It's divided into two parts: one which handles basic functionality like logging, cross-platform abstractions, filesystem utilities, etc., and ...
Bunabyte's user avatar
  • 331
1 vote
1 answer
272 views

What I'm puzzled about, is why most tutorials on graphics programming speak of creating a composition of transformation matrices - which are then applied in a single loop (to each vertex). I did the ...
Jared Kosiba's user avatar
0 votes
1 answer
161 views

I am learning about the graphics pipeline. My understanding of the view transformation is that you: First create a normalized, separate coordinate system for the camera, based on its position and ...
Jared Kosiba's user avatar
1 vote
1 answer
205 views

Observer peers through window into 3D world (in this case three-dimensional Euclidean space). Using analogy of window for simplicity, observer perceives a 2D image from their PoV. A static, 2D ...
Jared Kosiba's user avatar
0 votes
0 answers
69 views

Observer peers through window into 3D world (in this case three-dimensional Euclidean space). Using analogy of window for simplicity, observer perceives a 2D image from their PoV. A static, 2D ...
Jared Kosiba's user avatar
0 votes
1 answer
81 views

I've been scratching my head at how to best display a particular mechanic for my RPG which is on Android. I have a game mechanic where a moon has two opposing faces on it - Life and Death as an ...
Fluffeh's user avatar
  • 126
2 votes
0 answers
90 views

Unity's documentation state that GPU Instancing supports baked lighting: Since Unity 2018.1, Global Illumination (GI) rendering is supported by GPU Instancing in the form of light probes, occlusion ...
bryx19's user avatar
  • 21
0 votes
0 answers
89 views

I'm trying to make a tiny software renderer in hopes I can make some crappy little game in the far future, and I've hit a roadblock where nothing helps at all. I've found that whenever I go into the ...
DehGoose's user avatar
3 votes
1 answer
200 views

In the talk "Between Tech and Art: the Vegetation of Horizon Zero Dawn", Gilbert Sanders says "we average out the color of our albedo textures to mid gray value". But the final ...
ryu's user avatar
  • 31
0 votes
1 answer
415 views

A Gameobject sprite, a Texture2D which is written into using "Texture2D.ReadPixels" works/is visible in the Editor/Play Mode but is not/is invisible when built. The Texture2D is written to ...
Konxovar's user avatar
0 votes
1 answer
100 views

I have an old project that I need to run on Unity 2022.3.40. It uses post process behavior and post process works absolutely fine in the editor, just as before migrating to new Unity. But when I make ...
Sirox's user avatar
  • 11
0 votes
1 answer
72 views

I am trying to understand the camera API (applicable to perspective camera ONLY) of LiBGDX. It really does not make sense that you can call rotate and translate on many different properties of the ...
i_o's user avatar
  • 131
0 votes
0 answers
210 views

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
0 votes
1 answer
150 views

What is the proper way to update at run-time the index buffer in Vulkan? Many thanks
Giuseppe's user avatar
2 votes
1 answer
189 views

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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