Unanswered Questions
606 questions with no upvoted or accepted answers
12
votes
1
answer
656
views
Spherical Area Lights do not match reference
So I'm adding spherical area lights to my application, and comparing my results with mitsuba, I am getting some differences (left is my approach, right is mitsuba - a pathtraced reference):
What I am ...
8
votes
0
answers
432
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
0
answers
745
views
How to link assimp lib to universal app
I cannot make assimp object loader work with universal app, and I got the same problem as this one: Assimp and directX12 universal apps
I tried the static library approach mentioned in the answer of ...
7
votes
1
answer
1k
views
Draw Edges in OpenGL
I use blender game engine and blender uses OpenGL for graphics. How can I draw lines around all 3D objects? Would this be a job for a filter? Mainly, I want my end result to look drawn.
I found this:
<...
6
votes
0
answers
290
views
How many Pipelines in a Typical Rendered Scene DirectX12
I'm learning DirectX12 right now and I'm missing a few pieces of the puzzle in my own head on the overall structure of how you would setup a game. Specifically, I'm trying to get an idea of how ...
6
votes
2
answers
3k
views
Reading from a staging 2D texture array in DirectX10
I have a DX10 program, where I create an array of 3 16x16 textures, then map, read, and unmap each subresource in turn. I use a single mip level, set resource usage to staging and CPU access to read. ...
6
votes
1
answer
742
views
Why does writing to a D3DFMT_R32F render target clamp to 1?
I'm currently implementing a picking system. I render some objects in a frame buffer, which has a render target, which has the D3DFMT_R32F format.
For each mesh, ...
6
votes
2
answers
1k
views
How to display unicode text in monogame?
I'm looking for ways to draw any characters that may be entered in any language, on any keyboard, so that I don't have any trouble with limited language support in a monogame project.
So far I've ...
6
votes
2
answers
8k
views
Unity - Water Cube (to 2D game)
I wonder if you can create a cube of water within the unity!
I'm starting to use the Unity, and took a sought as to whether there was already something like this ... but have not found any tutorial
...
5
votes
0
answers
240
views
Raymarching tangents
I've recently started to experiment with raymarching over on shadertoy.com. It seems common to find the normal for a distance field like so:
...
5
votes
0
answers
438
views
Sprite outline based on light position in UE4
I have simple sprite (for example black box) and I like to add to it outline (red line on example image) but based on light direction. I know UE4 use deffered renderer, so I cant access to lights, but ...
4
votes
0
answers
132
views
Simple shader to draw lights on a skyscraper
I have some basic shapes in the background of a scene that represent a small city. There is a stage where the scene becomes a nights scene. I would like to have the city come to life at night with ...
4
votes
0
answers
199
views
Writing a leather shader
I'm trying to write a leather material shader. I have a normal map, bump map (grayscaled), specular map, diffuse map, cube maps.
I have done the following
...
4
votes
0
answers
3k
views
Overlap transparent particles without blending? (Unity)
I'm trying to create a continuous output of light from an object (like the exhaust of a space ship), and I thought I'd use particles to achieve this. But I'm running into a problem with alpha blending....