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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.

-1 votes
0 answers
47 views

Volume raymarching with smoke

Recently, I was able to create my first fluid simulation! It's slow, not in real time and memory expensive, but it works! I've been having a problem though. For now I have been using a box of cubes to ...
KING MOOSE's user avatar
0 votes
0 answers
36 views

Same prefab appears very different inside another parent

I am on Unity 6. I have 2 prefabs: the buildings shown in this picture. Each of these prefabs includes another prefab, which is the "hexagonal tile". It's the same "hexagonal tile"...
Nephen's user avatar
  • 1
0 votes
2 answers
190 views

How can I efficiently render lots of moving objects in a game?

I'm using OpenGL but this question should apply generally to rendering. I understand that for efficient rendering in games, you want to minimize communication between the CPU and GPU. This means pre-...
greenlagoon's user avatar
0 votes
0 answers
41 views

Why is raylib not drawing one corner?

I have simple raylib code here: ...
SK19's user avatar
  • 123
0 votes
1 answer
82 views

OpenGL doesn't render even though all Objects and Data seems to be correctly set up

No shape seems to show up on screen even though I have meticulously verified everything. The data set I use which is parsed by my code CORRECTLY(I checked that) to be loaded into a generic array ...
Syntax Error12's user avatar
0 votes
0 answers
23 views

Unity API to access the baked reflection probes texture

Is there an API to access the baked reflection probes texture that is created after the light baking process in Unity, or do I ...
Ahmed Dyaa's user avatar
0 votes
0 answers
39 views

Analyzing lag spike in Monogame

The game I am making is having big lag spikes once every 10 seconds or so while running. The spikes seemed to correlate with garbage collection (although I can't be 100% sure), so I thought my problem ...
Depenau's user avatar
  • 111
2 votes
1 answer
94 views

Second URP Lit material shows pink on FBX model exported from Unreal 5

I'm trying to get materials working on a model imported into Unity 6, from Unreal Engine 5, but for some reason one of them isn't showing. I have played around with a few of the settings with no ...
Jason Crosby's user avatar
1 vote
1 answer
95 views

How do I render a sector (pie/cake slice) of a circular Unity 2D GameObject?

I have a circular GameObject in Unity 2D with a SpriteRenderer attached. I want to attach a custom component to my ...
Robin's user avatar
  • 465
0 votes
0 answers
97 views

How do browsers render text using any font, any modifier (like bold, italic...) so fast?

Background: I am implementing a 2d renderer using OpenGL and currently working on rendering text. What I have so far: you can generate bitmap fonts from given font files (like .ttf). It works by ...
Eilan Laken's user avatar
0 votes
0 answers
59 views

Raycast DDA: Wall rendering and floor rendering out of sync

I come for theory help with a classic raycast algorithm (currently, based on DDA). The problem is not with the algorithm itself, but with the floor rendering code. I left the code of my raycast render ...
Jay's user avatar
  • 1
0 votes
0 answers
43 views

How to build directional light view / proj matrices in DirectX11?

I think I built my matrices wrong: ...
f1oating's user avatar
1 vote
1 answer
92 views

Smooth diagonal movement with 2:1 isometric sprites?

I've made a custom engine that uses 2:1 isometric sprite graphics with a 3D world simulation. Each render tick, I convert each entity's world position into a screen position, and render their sprite ...
Archduke's user avatar
1 vote
0 answers
54 views

glBufferData on GL_DRAW_INDIRECT_BUFFER causes rendering isues

I've been writing a renderer in C++ using OpenGL. Recently I wanted to implement indirect batch rendering using glMultiDrawElementsIndirect. When I try to test this ...
LaElijah's user avatar
1 vote
1 answer
78 views

Why do I see a wireframe when rendering with conservative rasterization and disabled Z writes?

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
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