New answers tagged rendering
0
votes
Does it make sense to use a compute shader with Dispatch(1,1,1) and Numthreads[1,1,1] to draw a cone?
This is my modest contribution to the very helpful answer of Ludoprof, adding uv coordinates.
The settings are rotating a reverted box on its y-axis with scaling on its x axis. The box is shown as an ...
2
votes
How does one efficiently render depth in an oblique top-down "2.5D" game?
When you have a 2d renderer simulating the classic isometric perspective where you see the world from a diagonal angle, then you have to add x, y and z values for each sprite/tile to calculate the ...
1
vote
Accepted
Does it make sense to use a compute shader with Dispatch(1,1,1) and Numthreads[1,1,1] to draw a cone?
There may at times be reasons to use a compute shader with Dispatch(1, 1,1) and Numthreads[1,1,1], but drawing a cone is not the ...
5
votes
In game engines and 3D rendering, which coordinate system results in the least amount of operations to transform and render scenes?
This is not a relevant metric.
Because graphics pipelines transform objects through matrix multiplication, it always takes the same amount of work to transform an object / its vertices from any ...
3
votes
Do GPUs re-draw a all of a character's vertices/triangles/fragments every frame?
For most modern 3D games running on modern hardware, you've described the basics of how rendering usually works. However, that's not the only option. Other options include:
Using Mesh Shaders instead ...
5
votes
Do GPUs re-draw a all of a character's vertices/triangles/fragments every frame?
What you've said is how most games work, at least at a logical level. (In practice, these stages might not happen exactly sequentially - a GPU might be simultaneously drawing some fragments while ...
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