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I'm trying to replicate this image using java2d, and I've almost done it, but there's a slight difference. In the original image, there are 4 circles overlapping in the center, but in my output there'...
user29898's user avatar
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I'm writing a software 3D renderer in Java (for learning purposes). I have implemented perspective projection, textures, lighting, Z-buffer, and backface culling. Everything works fine except clipping....
Murzik Gaming's user avatar
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7 replies
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I have been trying to replicate Perlin Noise in Python using the Pygame module, the steps I took was this: 1. Window size is (1600, 1200) this window is split into a grid of 40 x 40 pixel Cells, so ...
wert01's user avatar
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There's a tree data structure with string nodes. Is there a framework/library to draw this structured text tree into graphic context (CGContext)? it's about calculating correct layout to represent it ...
diglan's user avatar
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I'm running into a weird issue with D3D12 root signatures and root descriptors. Right now I have a setup like this: Shader: ConstantBuffer<frameConstants> frameConstantsData : register(b0); ...
Tao's user avatar
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Advice
1 vote
6 replies
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For a long time I wanted to create little programs like drawing a fractal utilizing a GPU instead of CPU. I would like to share those programs with friends and family. So while I am using Linux, some ...
Twin Helix's user avatar
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4 replies
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I was reading the TextureHandle documentation and noticed it mentions that we don’t need to manually dispose of a TextureHandle, since its lifetime is managed automatically by the Render Graph system. ...
Jesse's user avatar
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1 vote
1 answer
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I was following along with the "ray tracing in a weekend" e-book and I was attempting to do the first task of making a ppm file to produce an image. I have written some code but it only ...
I.Inferno's user avatar
1 vote
1 answer
98 views

I'm trying to optimise my skybox to only use one draw call. But unfortunately I have this output: [ Disabling the depth buffer (by unbinding it) solves the issue, but objects drawn before the cubemap ...
NicusorN5's user avatar
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I made a WPF desktop application for Windows with C#, and when I basically finished it programming with a 1920x1200 pixel screen, I found out that the graphics rendering performance is way too slow on ...
Tigerfink's user avatar
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I am building a 3D game in Godot 4.5.1. I need to keep the near culling distance on my camera at the default value in culling layer 1. However, I want the camera to have a lower near culling distance ...
user2635469's user avatar
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1 answer
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I have right, up, and forward normalized vectors that are all orthogonal for two orientations. How would I get the rotation between these two orientations. This code would be used to get the rotation ...
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2 replies
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The reason I'm asking this question is because I have cases in a vertex shader where I have: layout (location = 0) out float3 outEyeSpacePosition; layout (location = 1) out float2 out_tex_coords; And ...
Zebrafish's user avatar
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1 answer
223 views

I discovered something rather surprising to me regarding the Vulkan validation layer that's used for error reporting and debugging. Usually in a debug build I will set the ...
Zebrafish's user avatar
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0 answers
93 views

I get this log continuously (every render frame): E/TransactionCallbackInvoker: [SurfaceView(...)(BLAST)] writeReleaseFence failed. error 32 (Broken pipe) It comes from the system (SurfaceFlinger), ...
zeus's user avatar
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1 vote
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So I made a program in matlab that numerically simulates a DTS system and its almost right but there's one detail that there's "jagged teeth" in the graphic diagram ( circled in blue ) ...
LEO101's user avatar
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how to configure systemd to load essential graphics and virtualization modules early in the boot process, while deferring non-critical services & modules for manual activation later. called gpu ...
Malin Shaik's user avatar
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0 answers
90 views

I am new to Graphic programming and shaders and I am working on a Metal fragment shader that downscales a video frame by 20% and adds a soft drop shadow around it to create a depth effect. The shadow ...
Zaid's user avatar
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I am invoking a compute shader, writing to it, then reading it to then write to disk. According to renderdoc the image is properly generated. Additionally, when compiled in debug mode I get the right ...
Makogan's user avatar
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3 votes
2 answers
152 views

In a graphics API like Vulkan, you have VkFilter, which can be NEAREST or LINEAR. Leaving aside the mipmap filtering, which is another thing altogether, I'm trying to understand what the point of the ...
Zebrafish's user avatar
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-2 votes
1 answer
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I was learning directx by https://github.com/d3dcoder/d3d12book, and at one point, it suddenly started not working in Debug mode like this. So I asked github copilot and he said that the problem was ...
Beomjun Kim's user avatar
1 vote
1 answer
151 views

This question is supposed to be in the most general sense possible, this is because I'm using the Slang shading language to apply potentially to multiple graphics APIs. In OpenGL and Vulkan the ...
Zebrafish's user avatar
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2 votes
1 answer
90 views

I found a comment on Reddit saying: SSBO accesses are bound checked at runtime by the shader to prevent segmentation faults (which is why the descriptor of a SSBO is a pointer and size). I think this ...
Zebrafish's user avatar
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1 vote
0 answers
156 views

Code In the event loop, this arm handles mouse motion with the MouseMotion device event: Event::DeviceEvent { event: DeviceEvent::MouseMotion { delta: (dx, dy) }, .. ...
Archie Mourad's user avatar
1 vote
0 answers
75 views

I'm attempting to render out part of a spritesheet to a new standalone texture. I have the triangles, vertexes and uv coords of my sprite but my code only correctly renders the first triangle not the ...
Knackname's user avatar
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1 answer
99 views

I am currently doing a ray-tracer. For a start, sphere ray-casting only. When trying to rendering a scene with three spheres two rendered as expected. The third did not. In the image bellow, one can ...
user2752471's user avatar
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0 answers
42 views

Affine transformations (rotations, translations, shears and scales) can be represented (for 2-D arrays of points) as 3x3 matrices. And it is immediately clear, by looking at this matrix, what the ...
VizDracViz's user avatar
1 vote
1 answer
110 views

I'm working on a script that needs to take images and stack them. Image 0 at the bottom, image 1 over that, image 2 over that, etc. etc. with Image n on the top. Essentially, I want the final product ...
user30865488's user avatar
0 votes
1 answer
57 views

I'm trying to create some pdf bar charts in my Django project using xhtml2pdf (which I find easier to use than ReportLab and better than Weasyprint). I can use the example given in the xhtml2pdf docs ...
Doug Conran's user avatar
6 votes
1 answer
155 views

I have created the first figure using legend normally. I would like to have more than one dot in the legend, so the colours are easier to recognize there, as in the second figure (which I created ...
Luis Mendo's user avatar
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1 vote
2 answers
181 views

An elegant solution for drawing polygons on a form was proposed by Jimi, as part of an answer to the question Why am I getting an extra line when drawing polygons? (see attached code). I designed the ...
Florin Home's user avatar
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0 answers
58 views

I would like some help with me shadow mapping. The issue I am having, I am assuming is with self shadowing. It is like the shadow is not mapped to my model correctly. See image to see what it looks ...
Jevan Dean's user avatar
5 votes
1 answer
186 views

After some advice from kind people over here, I managed to have my code working. However, an extra line, from the origin of the form to the first polygon point, is also drawn. I would like to learn ...
Florin Home's user avatar
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0 answers
70 views

I have a sequence of points in 2d that are rendered as a thick line by using quads.The quads are formed by extruding the curve around its center line in the normal direction. The figure is showing a ...
user877329's user avatar
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5 votes
1 answer
160 views

I have trouble rotating images with transparent background while retaining a transparent background. magick::image_rotate() adds a white background with a gray border (I think due to anti-aliasing). ...
Andreas's user avatar
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-1 votes
1 answer
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Please note that this is a learning exercise for me, so I am not using third-party libraries or matrix transformations provided in .NET. The example included below displays a cube on a form and allows ...
Raheel Khan's user avatar
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2 votes
0 answers
89 views

I try to render a box, but I noticed that the thickness is displayed very inconsistently: Meaning that the line to the south might appear much thicker than the other lines (but it is not always south)...
tamtam_'s user avatar
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1 vote
1 answer
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I have the case that I want to sample from an image as a texture and write to it at the same time. The actual use case is that the image contains information pertaining to a city for a city builder. ...
Zebrafish's user avatar
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-1 votes
1 answer
205 views

I am drawing edges of triangles and quads with rotation and changing camera position, without projection matrices but multiplication and division, however I can not figure out what happens to the ...
randomuser12345's user avatar
0 votes
2 answers
390 views

As a beginner in Godot Engine, my first project to practice is to create a skin editor for the game Minecraft. I created a grid as a MeshInstance3D for each cube (body part) but the render looks ugly. ...
Chadribleu's user avatar
1 vote
0 answers
247 views

I am trying to make a game which requires checking collisions with the players camera. When trying to handle collisions I found that I was not able to detect collisions with a Model unless the ...
Lucas Ergh's user avatar
3 votes
1 answer
105 views

I am trying to draw a kite: ...using glBegin(GL_QUADS): // g++ main.cpp -lopengl32 -lgdi32 -municode #include <windows.h> #include <GL/gl.h> #include <cstdlib> //system #include &...
timmy george's user avatar
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0 answers
109 views

I am trying to implement a basic custom sampler, and here is the code that I have been working with. As I attempt to render the scene, I encounter an error stating that the traverse() method is not ...
Shreyas Shivakumara's user avatar
1 vote
1 answer
75 views

This is something of a follow-up question from this one. Ultimately, I have a plotly plot that seems to be treating separate traces as the same and producing unexpected behavior. I'm trying to figure ...
Luther Blissett's user avatar
3 votes
1 answer
180 views

I know there's gl_VertexIndex and gl_VertexID, but let's just say I have an index buffer that looks like: [3, 0, 4, 1, 2, 3] The first vertex processed in the vertex shader with an indexed draw ...
Zebrafish's user avatar
  • 16.9k
0 votes
2 answers
92 views

I have used GLSL and Slang, and in my GLSL code I have very verbose code because I repeat the same code over and over: obj_scaling = vec3(object_info_arrays[nonuniformEXT(...
Zebrafish's user avatar
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1 vote
0 answers
74 views

I finally managed to add realistic realtime rendering to my software. Now I am facing some "banding" artifacts when performing the actual shading. The test scene is straightforward. It ...
TheChamp's user avatar
1 vote
0 answers
61 views

I'm trying to write my own 3d renderer. I'm stuck in the shadow stage. I can't figure out what I'm doing wrong with the PCSS implementation. At the edges of tall objects, the shadow becomes sharp. I ...
FouRed's user avatar
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0 votes
0 answers
78 views

I was doing a game while testing it in NO$GBA emulator, until now that I tried to use Desmume to try it out there when it only shows up a white screen. Also this error shows up: "Undefined opcode ...
Alain Falconguadalajara's user avatar
0 votes
1 answer
216 views

The vkAcquireNextImageKHR has arguments: timeout specifies how long the function waits, in nanoseconds, if no image is available. fence is VK_NULL_HANDLE or a fence to signal. If I provide a fence ...
Zebrafish's user avatar
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