Skip to main content

Questions tagged [rasterization]

1 vote
1 answer
83 views

I'm implementing my first rasterizer, and I've run into a 2 issues with Phong shading that I have no idea how to debug. First, specular lighting seems to be completely missing. Second, there is an ...
diniamo's user avatar
  • 41
2 votes
0 answers
72 views

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 ...
DehGoose's user avatar
1 vote
1 answer
139 views

I wrote a shader that implements most ShaderLab commands: Rendering without anything fancy: After enabling conservative rasterization: After disabling Z write: Ironically, that's exactly what I ...
aybe's user avatar
  • 815
0 votes
1 answer
181 views

I'm working on a tiny DOOM Style Renderer and I've managed to piece together something that can render walls. I pieced it together by looking at videos from 3DSage and The Old School Coder; I got a ...
DehGoose's user avatar
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
1 vote
0 answers
214 views

Looking at the pipeline of games, I am confused about the necessity of homogeneous coordinates. For gameplay logic, a 4x3 matrix is enough to handle translation, rotation, and scale. I can't think of ...
lotsof one's user avatar
0 votes
1 answer
481 views

I've heard alot that I need to use fixed-point math, top-left rule, etc. to eliminate gaps between triangles but the thing is how did Quake not have any gaps, did it? I've seen Quake's math file and ...
MaximMogulev's user avatar
0 votes
2 answers
747 views

There was this game that I used to play when I was a kid. It's named Another World. It was ahead of its time in graphics, it even has real-time cutscenes on the SNES version. That game does not use ...
Eduardo Procópio Gomez's user avatar
0 votes
1 answer
572 views

So I am trying to draw and fill a triangle on the screen using the barycentric method, but my barycentric implementation seems to be outputting outside triangle coordinates, why? ...
is code's user avatar
  • 31
1 vote
1 answer
750 views

I was reading about how rasterization works but there is one topic I can't quite understand. After perspective projection, our point is in clip space as I understand it. Now we test all points in a ...
Argus Kos's user avatar
-1 votes
1 answer
340 views

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 ...
Bluebomber357's user avatar
1 vote
1 answer
162 views

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 ...
Bluebomber357's user avatar
0 votes
0 answers
159 views

So I have used the code of this website for drawing filled triangles. But I would like to improve my game by adding the illusion of color. Well sadly I made my game for the monochrome Nokia 5110 ...
Leocat's user avatar
  • 49
1 vote
2 answers
7k views

VERY IMPORTANT NOTE: Im trying to fill a triangle. I have already made the 3D part. Sorry if this wasn't understandable. I'm currently trying to create a simple 3D-Engine. Well, I have successfully ...
Leocat's user avatar
  • 49
0 votes
1 answer
403 views

I've been unable to make it work and I'm not sure whether it's a problem with my code or if this can even be done. I'm sure there is a way to prove whether it is possible mathematically but I don't ...
Zhro's user avatar
  • 155

15 30 50 per page