Questions tagged [software-rendering]
Software rendering refers to a rendering process that is unaided by any specialized graphics hardware.
42
questions
3
votes
0
answers
309
views
Avoiding z-fighting when reimplementing Freescape games
I need to avoid z-fighting in exactly co-planar surfaces that are too close to the other solids. I'm re-implementing the Freescape engine in ScummVM (all my code is open-source, available here), and ...
0
votes
0
answers
43
views
texture in perspective by vertices not interpolation
I am writing a software renderer with allegro5, but without using its own triangle drawing functions, I use the al_draw_prim function to draw the triangles but with all the z coordinates at zero, the ...
1
vote
1
answer
191
views
What's the purpose of this cross product and dot product in triangle clipping code?
I have this code that inserts a triangle into the drawing list. The PHD_VBUF structure stores one x,y,z vertex. If the vertex is behind the front plane, then ...
1
vote
1
answer
166
views
Determine if a triangle is on the screen
I am working on a small software renderer, and I want to discard invisible triangles from the drawing process. Let's say I have a screen with resolution of 200x100 pixels. The triangle is defined with ...
0
votes
1
answer
326
views
What's the difference between Unity3D rendering pipeline and OpenGL rendering pipeline?
I wanted to write small software renderer that will follow almost the same flow as OpenGL does, but got stuck with understanding of the rendering pipeline. After reading tons of info across the ...
1
vote
2
answers
234
views
I'm following a tutorial but I don't get the same result; why are the raytraced shadows not working?
I followed this tutorial called "Ray Tracing in One Weekend" by Peter Shirley. And I implemented the java version of it for studying Ray Tracing.
Everything was all right until Diffuse ...
0
votes
2
answers
91
views
Rendering to BufferStrategy gives absolutely no output despite following instructions
I am following this YouTube tutorial by TheCherno to make 3D graphics using Java Standard Library.
Display.java
...
1
vote
1
answer
581
views
How to sort polygons without a depth buffer
Please help me getting understanding how did they sort polygons in old games from the eighties.
They did not use z-buffer or anything like this, thats for sure.
Please look at the screenshot. How ...
3
votes
2
answers
2k
views
How does cube mapping work?
Based on my reading of cube mapping tutorials so far, my understanding is that you need a direction vector, and from the direction vector we can determine the point of intersection with one of the six ...
1
vote
1
answer
101
views
Function to draw an image inside a rectangle
How can I draw an image inside a rectangle?
I am introducing myself in the manipulation of images for games, I have a window and inside there is a rectangle that deforms. I would like to fill the ...
0
votes
1
answer
594
views
View "distortion" or "stretching" when looking up/down? (Software renderer)
I'm not sure distortion is the right way to describe this. I've uploaded a video to show you guys. Apologies if it's long, but I wanted to show the code as well as posting it here. https://youtu.be/...
0
votes
1
answer
862
views
Software and Hardware Rendering
From what I understand, the main difference between software rendering and hardware rendering is that in software rendering you use the CPU to determine what to color each pixel, and in hardware ...
0
votes
1
answer
384
views
How to map intensity from dot product to float RGB from 0 to 1?
I'm getting the dot product of the surface normal and light position. The weird thing is the dot product is larger than 1.
Also, I want to map that intensity from 0->1 to Float RGB from 0->1. Here is ...
2
votes
1
answer
523
views
Isometric painter's algorithm problem
Note: I dont use tiles, I use 3D Polygons :)
I'm currently working on a real-time renderer for scanned real life objects. My main goal is to have an isometric viewer with the simple ability to rotate ...
1
vote
0
answers
150
views
Perspective correct interpolation of normal values
I'm currently writing a software rasterizer and I'm at the point where I can draw arbitrary triangles with vertex colors and perspective correct texture mapping.
I do point and directional lighting by ...