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Kirill_Amber2018-12-19 15:16:24
Raster graphics
Kirill_Amber, 2018-12-19 15:16:24

What kind of graphics are used in game engines? (vector or raster.) And how is the graphics editor arranged in them?

Perhaps not a very correct question, I'm sorry, I'm not very good at it.

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3 answer(s)
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Oleg Pogrebnyak, 2018-12-19
@S0HardCore

Video cards cannot work with vector graphics, so vector sources (if any) are converted to a raster at some point in time (project compilation, resolution selection).

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Mercury13, 2018-12-19
@Mercury13

Three-dimensional graphics are not vector and raster. She has her own varieties there, and there she uses polygonal. Textures, of course, raster. There are pseudo-vector elements like the distance field, but that's what "pseudo-" is.
Two-dimensional - in the vast majority of cases, raster, but there are also vector elements.

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Stanislav Martynov, 2019-02-23
@Win332

Well, if we talk about the rendering of the game engine, then you need to look towards graphics engines. OpenGL, DX has primitives that allow you to draw lines, spheres, and so on. They consist of vertices and material (the way the vertices are displayed, the color). But if we talk about game engines, then as far as I know, they render a texture, and this is raster graphics, unfortunately. But there are different workarounds. For example, if we talk about 2D. That is Skia. It draws both primitives and textures. If you switch its display through the GPU context, then it will work internally as follows: It will
create a square from the vertices, put a texture on it and will draw all your graphics on this square. It will look like a vector, but in fact it will be a raster

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