Skip to main content

Questions tagged [graphics-programming]

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

0 votes
0 answers
35 views

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.
Nobody's user avatar
  • 1
0 votes
1 answer
92 views

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 ...
Kerby's user avatar
  • 53
0 votes
0 answers
112 views

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 ...
crunch toast's user avatar
0 votes
1 answer
271 views

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 ...
L1ghtkage CaptainL1ghtning's user avatar
0 votes
0 answers
107 views

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 ...
steamdog's user avatar
0 votes
1 answer
52 views

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, ...
Tonis's user avatar
  • 31
0 votes
0 answers
156 views

How do portals in Duke Nukem 3D traverse into other sectors properly while keeping things rendering normally?

I'm making a very simple portal based software renderer in PyGame that just uses portals as links to other sectors - like a window or doorway. I've have gotten somewhat far, with texture mapping (...
DehGoose's user avatar
2 votes
0 answers
70 views

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

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 ...
whitecloth's user avatar
0 votes
1 answer
78 views

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 ...
Duck Duck's user avatar
1 vote
0 answers
291 views

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 (...
Basic's user avatar
  • 1,287
0 votes
1 answer
138 views

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 ...
NJJ_002's user avatar
  • 47
4 votes
1 answer
170 views

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 ...
Gyoo's user avatar
  • 286
2 votes
2 answers
653 views

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 ...
Konjointed's user avatar
0 votes
1 answer
246 views

Setting up perspective projection in OpenGL

I'm trying to set up perspective projection in OpenGL but it doesn't work ...
DDD's user avatar
  • 11

15 30 50 per page
1
2 3 4 5
28