Unanswered Questions
259 questions with no upvoted or accepted answers
8 votes
0 answers
450 views
How to draw Shadow Volumes in one draw call?
I've got a simple app that draws 3D cubes using instance rendering and I'm implementing Shadow Volume. Each cube's vertex, uv, normal and index data are statically stored in 4 vertex array buffers. On ...
7 votes
0 answers
1k views
Irradiance Map ( Irradiance environment map)?
As irradiance map is generated for every possible normal for all the texels in environment map (as every texel act as a light source) so that we can look up irradiance map, based on normal of fragment ...
7 votes
1 answer
4k views
Drawing fonts with LWJGL3 with OpenGL
I'm very sorry if this question has already been answered, but since I've been struggling with this for many days I thought I'd give it a shot here. My goal is to somehow render some text on the ...
6 votes
1 answer
3k views
How do I reduce overdraw in a forest scene with lots of foliage?
Unity comes with an overdraw view that looks something like this: We've probably all seen it, and have probably been advised to check for overdraw. How do you go about actually doing anything about it?...
4 votes
0 answers
3k views
Run Unity standalone in Headless Mode whilst capturing screenshots
I need to create a unity project which runs in Headless mode (using the -batchmode command), but it must capture screenshots e.g. every one second and write them out to a file. I understand that in ...
4 votes
0 answers
392 views
Render on texture with alpha 0 for the background colour
Sorry if the question is stupid but I am very new to opengl. I render on a target a scene with a couple of object on a background that is nothing more than the clear colour (which is 0.0,0.0,0.0,0.0)...
4 votes
0 answers
275 views
DX 11 Specular Highlights in Deferred Renderer
I am currently implementing a deferred renderer in DX11.1. Right now I am having a problem that I can't seem to crack with specular highlights when I have multiple light sources. I keep a vector of ...
4 votes
0 answers
624 views
Drawing cube map and texture array on NVidia cards doesn't work
I have small problem with shadow maps preview. After binding shadow framebuffer I bind proper texture to store depth in it and then render the whole scene. When I read that values in shader to ...
4 votes
0 answers
452 views
How is Ping-Ponging done in Stage3D & AGAL (Flash Player 11)
Does anyone know how to create a Texture feedback effect in Stage3D / AGAL? I've just found the term "ping-ponging" in some GPU wikipage, hopefully I'm using it in the right place! I'll share with ...
3 votes
0 answers
405 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 ...
3 votes
0 answers
1k views
Manual per-glyph rendering with SDL_TTF
I'm trying to create a font atlas with SDL_TTF. My idea was to create an SDL_Surface for every character using ...
3 votes
0 answers
2k views
Unity LWRP alternatives for camera stacking
I am working on upgrading a project in unity from a 2018 version to the latest 2019. One of the mechanics of the game is an AR (augmented reality) system. Some of the UI elements appear in the 3D ...
3 votes
0 answers
487 views
How to render texture into box2d objects from Tile Map? Libgdx
I have a problem, when i try to render textures. I read positions of gameObjects, for example coin and create box2d objects circle shape. I have wrote game logic and began make a graphic. But for some ...
3 votes
0 answers
129 views
android unity game optimisation
I'm finishing my game, i'm in the stage of optimisation, i tried multithreaded rendering and dynamic batching, with OpenGLES3.. i get a little bit increase , but now i'm getting function Clear take ...
3 votes
0 answers
320 views
Rendering the whole game world
I'm trying to create a live minimap of the complete game world. In order to do that I'm taking a snapshot of the whole game world (not only the part that is displayed) every 100ms or so. The code I'...