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Unanswered Questions

616 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
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
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 ...
5 votes
1 answer
2k views

Making a pixel-perfect viewport in LibGDX

My game that uses LibGDX as the graphics library, should be playable with every display. Here's the problem: It have to be pixel-perfect. That means, the scale factor must be an integer value, so that ...
5 votes
1 answer
230 views

Fixing the size?

My app isn't compatible with all screen sizes. When testing on a small size, my textview overlaps with my button. So, as suggested on the Android Documentation, and many stack overflow pages, I ...
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
1k views

Object Transparency Dithering (as shown in Super Mario Odyssey)

A couple games I've been playing recently all have a similar goal of dithering objects when they approach the near clip plane. Super Mario Odyssey applies this dithering-near-clip-plane effect, but ...
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....
4 votes
2 answers
318 views

Fine tuning light shader mechanics

I'm currently trying to implement the lighting technique described in this article. I've done pretty much exactly what is done in the article. My technique is the same, and my shader is the same. ...

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