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.
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How do I repeatedly change the colors of a list of cubes in run time without causing a bottleneck to my fluid simulation?
I am coding a 3d fluid simulation. I want to render each cell of the simulation grid with a cube, so I have a grid of cubes. Each cube has its own color, and the colors are stored in a compute buffer. ...
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LOD selection issue
I have been developing an LOD algorithm similar to Nanite's style. I have been developing the algorithm using Vulkan .However, I encountered problems with LOD selection. It seems that the algorithm ...
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Rendering sometimes blocks when updating Index Buffer at runtime
I developed a way to update my index buffer at run-time in Vulkan. Unfortunately, sometimes the rendering process blocks. I think that is caused by the update of the index buffer. The following code ...
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How to compute screen-space error for LOD selection?
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?
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Update index buffer in Vulkan at run-time
What is the proper way to update at run-time the index buffer in Vulkan?
Many thanks
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How to check if an AABB is behind another AABB while isometric depth sorting?
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 ...
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Height gradient generation from height map,using compute shader has weird artifacts
I am trying to generate the height gradient (the slope) for a heightmap of mine using a compute shader in Unity, and the result has weird ringing artifacts and I completely lost what could be wrong. I ...
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The perspective projection change the sign of z
I have an issue, I am drawing a cube in 3d. I am using z-buffer for hidden surfaces removal.
But the hidden faces are drawn (i see the inside of the cube). After some research And I found that this ...
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How to implement graphics API functions like setUniform on a cross-platform shader in VLang?
I've been working on a C++ game engine for a while, but I decided to scrap the project because doing it in C++, despite my best efforts, I could feel the technical dept building. As such, I switched ...
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Texture space Raytracing of cylinder primitive in godot shader for Helix interception
I have been trying to do raytracing of an helix in a spatial shader in godot 4.2, but apparently I missed something because the result is bloby and melty at the cylinder level.
The basics is that I ...
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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 ...
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Black screen when sizing JFrame/JPanel with Toolkit.getDefaultToolkit().getScreenSize()
I am working on a game engine.
...
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C++ how to load different assets within an asset manager?
I'm in the process of redoing my asset/resource manager currently I have load functions scattered throughout my code for example LoadMeshFromFile(), LoadTextureFromFile(), LoadShaderFromFile(), etc, ...
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Mirroring a Character's Position In a Shadow After Rotating 180 Degrees
Description:
I am creating a 2.5D RPG.
When my character moves from left to right, they rotate 180 degrees to face the new direction. Just like this example.
They also have a blob shadow sprite that ...
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How to get the direction to the sky a pixel is facing to draw a sky?
I am drawing an empty texture over a framebuffer with a fragment shader active to try and draw a sky, but I need the direction each pixel is facing in (for correct linear perspective) to draw the ...