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Questions tagged [software-rendering]

Software rendering refers to a rendering process that is unaided by any specialized graphics hardware.

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I'm writing a Software 3D Renderer in C many months after I first originally wrote it in Python. It is made using SDL2. My engine currently has depth shading, perspective correct texturing and some ...
DehGoose's user avatar
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I'm working on a 3D Software Rasterizer and I'm wanting to render textures on walls now. I've tried to do it myself, but failed since it just distorts. I read up on the wikipedia page for Texture ...
DehGoose's user avatar
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I'm working on a tiny DOOM Style Renderer and I've managed to piece together something that can render walls. I pieced it together by looking at videos from 3DSage and The Old School Coder; I got a ...
DehGoose's user avatar
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I'm trying to make a tiny software renderer in hopes I can make some crappy little game in the far future, and I've hit a roadblock where nothing helps at all. I've found that whenever I go into the ...
DehGoose's user avatar
3 votes
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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 ...
Gustavo Grieco's user avatar
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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 ...
Ivan Rojas's user avatar
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1 answer
235 views

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 ...
black4joss's user avatar
1 vote
1 answer
217 views

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 ...
Netherwire's user avatar
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466 views

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 ...
Yurii B's user avatar
1 vote
2 answers
298 views

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 ...
Whatssuppp's user avatar
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2 answers
141 views

I am following this YouTube tutorial by TheCherno to make 3D graphics using Java Standard Library. Display.java ...
Aritro Shome's user avatar
1 vote
1 answer
875 views

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 ...
fitnezz's user avatar
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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 ...
BunnyDhaliwal's user avatar
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1 answer
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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 ...
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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/...
vexe's user avatar
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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 ...
user3567004's user avatar
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1 answer
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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 ...
Andre Ahmed's user avatar
2 votes
1 answer
610 views

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 ...
KoalaGangsta's user avatar
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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 ...
lelgetrekt's user avatar
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1 answer
264 views

I've watched some tutorials on java game development and when they start using spritesheets all they do is get a subimage out of the spritesheet and create a new BufferedImage out of that. Does java ...
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13 votes
2 answers
1k views

I am learning programmable rendering pipeline by implementing a tiny software renderer. I try to implement it in a 'hardware' style. However, I am not familiar with the GPU pipeline and got some ...
stanleyerror's user avatar
26 votes
8 answers
14k views

I started watching the Handmade Hero stream, where Casey Muratori creates a game engine without using frameworks or such. Yesterday I got to the part where he showed how an image is drawn onto the ...
user148013's user avatar
1 vote
0 answers
161 views

I am interested in methods of 2d and 3d rendering using single thread on an average CPU (e.g. for programming games for old and low-end PCs). While I usually have no performance problems when using ...
interphx's user avatar
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1 answer
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I am creating a 3D software renderer, and I have a wire frame cube rendering. Now I am working on solid color rendering and I am wondering what an efficient algorithm for shading the contents of the ...
Hyden's user avatar
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6 votes
2 answers
2k views

Recently I have been making little experiments with engines similar to old Wolfenstein 3D, Doom and Build, engines where the 3D rendering is entirely done in software and therefore you need full ...
J.A. Rubio's user avatar
3 votes
1 answer
1k views

a beginner game developer here. I have recently taken upon learning about 3D game development and I am stuck on a simple matrix problem. The image is found from this article: http://www.codinglabs....
toshko3331's user avatar
8 votes
2 answers
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For training a machine learning algorithm, we need to render some geometry in OpenGL without any hardware rendering support (no graphics card). So we were thinking of rendering in pure software, and ...
Gab's user avatar
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1 vote
1 answer
368 views

I'm currently trying to write a C 3D software rendering engine from scratch just for fun and to have an insight on what OpenGL does behind the scene and what 90's programmers had to do on DOS. I have ...
Francesco Noferi's user avatar
7 votes
3 answers
6k views

We usually use OpenGL or DirectX to work with the GPU. If I want to use the CPU to render 2D/3D graphics, how does it work and what API can I use for it on Windows? I know there is no benefit in ...
Gustavo Piucco's user avatar
17 votes
4 answers
55k views

As opposed to CPU or software rendering I assume? Wouldn't generally all current rendering be GPU based, seeing as you would be using OpenGL or Direct X? Could someone give me some info here, can't ...
user3333072's user avatar
5 votes
1 answer
1k views

How should I take FOV into account when interpolating UV coordinates? This picture shows the result today. Everything works fine with a narrow fov, but when I make it really wide, things deviate. The ...
Markus Jevring's user avatar
1 vote
1 answer
370 views

I have a D3D 11 application to which I would like to add support for software rendering. This is because in some circumstances it will be run on over remote desktop or on machines without GPUs. From ...
Justin R.'s user avatar
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3 votes
1 answer
1k views

I'm working on a software rasterizer to use in my project. I have implemented one that works well, however, often my rasterizer under or overestimates triangle coverage. I need perfect emulation of ...
P. Avery's user avatar
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6 votes
1 answer
3k views

As far as I know Descent was one of the first games that featured a fully 3D environment, and it used a segment based rendering engine. Its levels are built from cubic segments (these cubes may be ...
Calmarius's user avatar
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2 votes
2 answers
650 views

I'm a newbie with graphics and after I read many articles on the web I still don't understand how in rasterizing from a pixel coordinate like (0;0) on the screen the intersection with an object (let's ...
Paul's user avatar
  • 23
2 votes
2 answers
549 views

All of the 3D animating softwares I've faced are centered around using GUI to work: windows, menus, mouse clicks, mouse adjustments, keyboard shortcuts. As a programmer, I find that limiting. In order ...
MaiaVictor's user avatar
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I write simple software renderer. In my pipeline I have stage of backface culling. But looks like it has some error. I perform culling right after world transformation (is it correct?). ...
acrilige's user avatar
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1 answer
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I'm implementing a software renderer with this rasterization method, however, I was wondering if there is a possibility to improve it, or if there exists an alternative technique that is much faster. ...
toby's user avatar
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2 votes
2 answers
4k views

I'm implementing a basic 3d rendering engine in software (for education purposes, please don't mention to use an API). When I project a triangle from 3d to 2d coordinates, I draw the triangle. However,...
at.'s user avatar
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7 votes
2 answers
3k views

I am working on a software rasterizer for educational purposes and I am having issues with the texturing. The problem is, only one face of the cube gets correctly textured. The rest are stretched ...
Spectraljump's user avatar
10 votes
1 answer
6k views

I have to write my own software 3d rasterizer, and so far I am able to project my 3d model made of triangles into 2d space: I rotate, translate and project my points to get a 2d space representation ...
Spectraljump's user avatar
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1 answer
2k views

I know that SDL 1.2 does software rendering (CPU) and not hardware rendering (GPU). My question is, how do I use SDL but with hardware rendering? How do I not use its rendering API (software) and ...
hullot's user avatar
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1 vote
1 answer
225 views

I decided to write my first Quake source port, but I'm a bit confused. There are 2 rasterization code files: d_draw.s and d_draw16.s. The first is, as John Carmack said, horizontal 8-bpp span-...
Triang3l's user avatar
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3 votes
2 answers
28k views

I am making a study for a research project that involves measuring the performance and quality impact of rendering 3d games using a software rasterizer (like WARP). I wonder if there is a way to ...
cloudraven's user avatar
5 votes
2 answers
4k views

I'm developing a 3D engine in software, and so I must compute Z sorting manually. I'm currently using the painter's algorithm to sort triangles and then drawing them back-to-front. This causes ...
Robin Rodricks's user avatar
15 votes
3 answers
11k views

I would like to explore realtime software based rasterization. I know everything is going towards the GPU these days but there are a few games where it still makes sense to use a software renderer. ...
Mike's user avatar
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