some parts of my 3D stick figure can't be presented - graphics

I am developing a 3D game based on Microsoft XNA framwork 4.0 in C#. To display a 3D stick figure, I am using meshes such as cylinder.fbx and load it like this this.cylinderMesh = this.Game.Content.Load("Meshes\Cylinder"); But the problem is that when I turning around the stick figure, some part can't not be showed. I post my screenshot here:
I think it might be something related to camera distance causing some parts in the back cannot display. Is my guess right or where the problem is?

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How do I generate a "sketch" animation to introduce a 3D scene?

I get an image of a games 3D scene (using render to texture) rendered in OpenGL. How would I go about generating what looks like the image being sketched in real time? I'm just talking outlines with this, not colouring.
I haven't been able to find a decent example. I know they exist, but sadly I wasn't thinking of trying to imitate it, the last time I saw the effect, so I can't retrieve the original source.
The idea would be that the player would enter a new location. They would see a white screen, upon which the "scene" would appear to be sketched in real time, before fading into the actual 3D scene.
I would like to do this procedurally, rather than prerender it, so that any changes to the scene wouldn't need the extra work of changing the intro every time the scene is updated.

How did Epic Games achieve this 3D effect on their Fortnite site?

I have been looking at Epic Games' Fortnites Website and I am trying to figure out how they achieved the 3D effect on the page:
Epic Games' Fortnite website - scrolled down to 3rd slide
Does any one have any idea how to do it? I would really like something similar to a project I'm working on. I have found Three.js, but I am quite sure that is not the solution they went with.
For these types of questions, i can only recommend to install spector.js and have a look yourself. In short: everything you see is 100% faked.
I mean, that's always the case. In fact, if you want to build something like that, your first question should always be: how much of this can I fake and still get away with that?
In this example, it turns out: everything. Just open the devtools and click through all the assets in the network-tab. You will find these two textures:
looks familiar, right?
So what they appear to be doing is they are using three.js with some custom shaders to handle the translations, the flickering of the lights and the highlighting. These effects are computed using the normal-map and an additional mask-texture which I couldn't quite figure out what it does. But again, if you look at the scene in spector.js you can see the shaders used for every drawcall.
The only thing that is a bit more complex is the little robot-friend in the bottom left corner. But again, it's not 3d as in meshes and so on but rather a set of flat textured quads running a bones-animation thing.
I think that makes it a really great website after all.
Given that epic is building the unreal-engine I would suspect the original renders were done there. And I agree, the lighting looks really amazing :)
It is a simple parallax effect using animated sprite sheets.
Parallax effect is achieved by using several layers of images/video on top of one another in different Z-depth.
You can achieve the moving part by using the mousemove event to track the cursor.

Webplayer GUI Rndering issue pixelated

I made a game in unity3d, Its graphics looking perfect in unity engine. but when i built it and played in web-player its graphics become pixelated and blurry.
So how can i make it pixel perfect game for web-player?
This also happened to me once. But i got the answer after some searching on unity.
this is what you need to do.
Select the texture which becomes pixelated.
-From import settings
Texture type=texture
Filter mode=Trilinear
Slect web as a platform and check yes on override for web
Max size=max
Format=truecolor
and click apply this should and definetly help me.
Source
Try to change you image size in photoshop i think you save it in small size.
And always make you graphics in vector so it become pixel free and you always have achance to make a new image from vector.

How to read Location of a view whilst it is being animated

I am animating a small space ship (derived from UIView) and periodically (whilst in animation) send it a PointF to check if this is near the space ship's current position.
However, when reading out the Frame position of the View it keeps returning the starting position before the animation started.
I think this is by design but it is causing me big problems since the space ship(s) should move independently along Paths and it is very tricky for me to do this by hand.
Is there another way - and/or has anyone some sample code?
Not sure of a workaround for your issue, but I have some suggestions on game development for iOS.
Your problem is one of the reasons why using GUI frameworks like UIKit/CoreGraphics for games isn't a good idea. For both performance reasons, as well as the fact as they aren't designed for it.
If you are looking for a simple framework for making games on iOS, have you looked at MonoGame? If you are doing lots of animations, we also use XNA Tweener along with MonoGame to get some lifelike animations.
PS - check out our game here.

How do I create a real-time rendering window from scratch?

I've been studying 3D graphics on my own for a while now and I want to get a greater understanding of just how everything works. What I would like to do is to create a simple game without using DirectX or OpenGL. I understand most of the math I believe, but the problem I am running up against is I do not know how to get control of the pixels being displayed in a window.
How do I specify what color I want each pixel in my window to be?
I understand I will probably run into issues with buffers and image shearing and probably terrible efficiency problems, but I want to create my own program so that I could see from the very lowest level, of the high level language, how the rendering process works. I really have no idea where to start though. I've figured out how to output BMPs, but I would like to have a running program spitting out 20+ frames per second. How do I accomplish this?
You could pick a environment that allows you to fill an array with values for pixels and display it as a bitmap. This way you come closest to poking RGB values in video memory. WPF, Silverlight, HTML5/Javascript can do this. If you do not make it full screen these technologies should suffice for now.
In WPF and Silverlight, use the WriteableBitmap.
In HTML5, use the canvas
Then it is up to you to implement the logic to draw lines, circles, bezier curves, 3D projections.
This is a lot of fun and you will learn a lot.
I'm reading between the lines that you're more interested in having full control over the rendering process from a low level, rather than having a specific interest in how to achieve that on one specific platform.
If that's the case then you will probably get a good bang for your buck looking at a library like SDL which provides you with a frame buffer that you can render to directly but abstracts away a lot of the platform specifics issues. It has been around for quite a while and there are some good tutorials to give you an idea of whether it's the kind of thing you're looking for - see this tutorial and the subsequent one in the same series, which should be enough to get you up and running.
You say you want to create some kind of a rendering engine, meaning desinging you own Pipeline and matrice classes. Which you are to use to transform 3D coordinates to 2D points.
When you have got the 2D points you've been looking for. You can use say for instance on windows, you can select a brush and draw you triangle values while coloring them at the same time.
I do not know why you would need Bitmaps, but if you want to practice say Texturing you can also do that yourself although off course on a weak computer this might take your frames per second significantly.
If you aim is to understand how rendering works on the lowest level. This is with no doubt a good practice.
Jt Schwinschwiga

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