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0
votes
2answers
28 views

Render specific part of a texture in OpenGL (2D Sprite Sheet)

I've looked at this answer to find out how to render just a part of a texture: http://stackoverflow.com/questions/6884285/c-opengl-render-part-of-an-image I tried that, but the problem is, this is how ...
5
votes
1answer
243 views

Why does flipping 1 texture region cause an identical texture region to also be flipped? (libGDX)

Sorry for the bad title. I didn't know how else to explain it. The following is a portion of my code: public class AssetLoader { public static TextureAtlas spriteSheet; public static ...
2
votes
1answer
38 views

How can I repeat a Texture Region in libGDX

I have a texture that is part of a sprite sheet. I want draw the texture to cover a certain length, but I want it to repeat not stretch. However,when I use the following code batch.draw(hillBottom, ...
0
votes
1answer
80 views

How do I manually make a .pack file like TexturePacker (without using TexturePacker)?

I am using libGDX and apparently the only way I see for creating a UI is with texture packs. I would say that since a texture pack is nothing more than JSON or XML file and a large png I could ...
1
vote
0answers
65 views

Create an atlas texture in photoshop to use in unity

To create a button in NGUI looks like we need to create something called Atlas that is a material that contains a lot of little images called Sprites. I created a set of 40 sprites (for 20 buttons ...
1
vote
0answers
99 views

tex2Dlod to limit max mip level to use for a texture (atlas)

I'm developing a 3D multitexturing terrain engine in C# on Monogame (XNA) plateform. I would like my engine works on Windows XP or upper, so on DirectX 9c minimum. Monogame allow me to build a DirectX ...
2
votes
1answer
83 views

Is it possible to completely avoid copying image data when uploading textures to the GPU on iOS?

I am not a game developer, but I have been doing iOS software engineering for many years. I have a particular interest in graphics and animation, but the finer details are still a little foreign to ...
0
votes
1answer
59 views

With a Texture Atlas that has 128x128 tiles, how can I use that in Unity3D?

So I've got a working texture atlas that has tiles fitting 128x128. However, I can't quite figure out how to use them. I know it's probably got something to do with ...
0
votes
0answers
40 views

What variables change the number of lightmaps

I need to know what changes the lightmap size. For example what changes the lightmap from being 2*1024*1024 to 4*1024*1024 - having larger textures or having larger quads (having more models) or ...
0
votes
1answer
105 views

Are lightmaps also considered textures?

I want my game to support phones with max texture size of 1024 so my texture atlases are 1024. My question is: are lightmaps also considered textures and their max size must be 1024? Or they can have ...
0
votes
0answers
28 views

Loading flipped atlas in libgdx using assetmanager

i'm trying to load a TextureAtlas with the AssetManager but i can't find a way to flip it upside/down. Without using the asset manager, this is possible by using the standard constructor of the ...
0
votes
0answers
59 views

separate fixed-size animation sheet into texture atlas

I'd like to separate a 64px x 512px spritesheet into eight 64px 64px images in Adobe photoshop cs 5 so I can use a Texture Packer image atlas rather than a fixed spritesheet. Is this possible? If ...
0
votes
0answers
131 views

GdxRuntimeException uiskin.atlas

I have problem when trying to use the uiskin.atlas from github/libgdx. I've downloaded(cloned) it from libgdx.git but it just doesnt work. I get the following error: ...
0
votes
2answers
91 views

Getting the correct texture from an Atlas

I'm writing an OpenGL ES (2.0) app and have a custom Quad class which draws a textured quad for my sprites. Currently, I put the textures of any sprites of the same size into a single file or atlas, ...
1
vote
1answer
531 views

How would you declare a Texture object in the libgdx skin json file, using a region from a texture atlas?

I have a texture atlas that is linked to my skin.json file. The atlas contains a region named "game-title". I would like to declare a com.badlogic.gdx.graphics.Texture object in the json file, to ...
1
vote
1answer
208 views

XNA Texture.GetData “Size of the data passed in is too large or too small for this resource.”

I am attempting to retrieve the color data for a given sprite located on a texture atlas by creating a new color and passing a source rectangle width and height for the given sprite. I am then passing ...
0
votes
0answers
44 views

How to render many regions from the same texture using UV mapping?

I tried to apply some things that look like a "texture atlas". I would like to load 1 big texture which includes many small textures, my goal is to render each texture separately. I tried to use UV ...
0
votes
0answers
76 views

FPS drop after moved from Textures to TextureAtlas in LibGDX

I've started using LibGDX some time ago and I was making a test project to get used to this library. I've created some images and added them to the assets folder and loaded each image as a Texture ...
2
votes
1answer
169 views

More vertices vs more textures

I'm currently working on a dynamic 'door' creator, and I'm trying to decide which is more efficient. Not much experience with 3D render speeds, so I'm asking before I choose which direction to go ...
0
votes
1answer
95 views

Loading TextureRegion with filter diff from that of texture it came from

I am using libgdx . While packing my texture atlas I have set the filter for mag and min to Nearest . But for just one region I wish to draw it with linear filter . Is it possible to have different ...
0
votes
0answers
113 views

Is there a way to make Unity 4.3 Sprite packer keep caching even after restart unity?

It's bother me a lot. It has to pack every time I open unity. It took sometimes until it finish. If I drag new image into project and do not specify any packing tag, it still repack. I know there's a ...
0
votes
2answers
602 views

How to obtain the currently bound texture ID in an openGL ES 2.0 project

In my game, I have: GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texID); Where texID is an integer returned by my setTexture() method. Let's say, in this instance it's 1. When I bind my textures ...
0
votes
0answers
92 views

How do I dynamically load a smaller texture in Unity based on the screen size?

I have a Unity application on windows phone which is having problems running on small devices because the HD textures are so huge. What is the best way to test and dynamically use a smaller version on ...
1
vote
1answer
174 views

A problem with texture atlasing in Unity

I have the texture below and I need to get rectangular parts from it. I could finally combine meshes of different quads to improve performance, but I with quads of different tilings, this means ...
3
votes
1answer
110 views

How can I switch between texture atlases based on the iOS version?

How can I switch between atlases (with different resolutions) in Unity based on the runtime iOS version?
1
vote
1answer
181 views

OpenGL ES 2.0 and atlas

I'm trying to draw elements from a texture atlas with OpenGL ES 2.0 Currently, I'm drawing my elements using something like this in the shader: uniform mat4 uCamera; uniform mat4 uModel; attribute ...
1
vote
1answer
159 views

XNA 4: GetData from Texture2D and Set it into Texture3D with specific order

I am trying to convert my color grading 2d lookup texture into 3d LUT. When I simply use: ColorAtlas.GetData(data); ColorAtlas3D.SetData(data); I get this: I tried building my 2d atlass ...
1
vote
0answers
1k views

Unity 2D loading Spritesheet Atlas at runtime from web and using it dynamically

I am new to Unity (came from AS3/Starling) and just started for 2D games in Unity. I have a spritesheet / texture-atlas (many different sized images packed in a single png) which I want to download at ...
-1
votes
1answer
311 views

Load single texture atlas for multiple sprite

Recently, I am developing sudoku game. For this, I have created multiple grid 9x9,12x12 and 15x15. For this numbers are repeated so multiple sprite renderer are created and it load same number ...
4
votes
2answers
2k views

SDL2 sprite batching and texture atlases

I have been programming a 2D game in C++, using the SDL2 graphics API for rendering. My game concept currently features effects that could result in even tens of thousands of sprites being drawn ...
1
vote
2answers
293 views

Howdo I create differently sized texture atlases for different screen sizes?

I am beginning game development and using texture atlases. I've created textures based on the resolution 1920x1080, so I created a 1024x1024 size Texture Atlas for storing multiple graphics. If the ...
0
votes
0answers
269 views

Sprite Rendering Cost Calculation

First of all asking before asking this question I have already read following post for the clearance of my mind. Sprite Renderer Texture 2D I want to change my background texture as per device ...
1
vote
1answer
80 views

How do I render into a sub-region of a texture atlas with XNA / HLSL?

Is it possible to render into a texture atlas? I've been wondering how to reduce the number of textures required for shadow-mapping, and came across a blog post here about rendering up to sixteen ...
2
votes
1answer
2k views

Create sprite renderer using custom material

I have done following thing. Create Material Attach sprite with texture type as Texture Add sprite renderer component to game object Assign material to it that I create in last steps There is no ...
6
votes
2answers
2k views

What is the difference between a sprite sheet and a texture atlas?

I wondering what the difference is between a sprite sheet and a texture atlas? Aren't both the same? In a sprite sheet you have some Sprites and in a texture atlas you also have some sprites, so ...
4
votes
2answers
823 views

Use large image individually, or in TextureAtlas?

Does it make any sense to include a large image (with dimensions of say 1920x1080) in a TextureAtlas and then use it with libgdx for example? Or should I rather use it individually and include the ...
0
votes
0answers
221 views

limits of tiles on tilemap, for mobile devices?

how many tiles are we allowed to add on a Tile map, using softwares like Tiled , to target mobile devices? Some devices cannot load a texture that exceeds 2048x2048, would you know how a tilemap works ...
-1
votes
1answer
3k views

Loading TextureAtlases using AssetManager in LibGdx

I want to use AssetManager in LibGDX to load my TextureAtlas. But I am not getting it. I have actually one large 2048 x 2048 px image, that I am creating in Predator. and then I am using the regions. ...
2
votes
2answers
924 views

Can I optimize my voxel meshing regardless of different textured blocks?

At the moment, I mesh every voxel in my terrain data to a block with 4 vertices for each face. This makes assigning texture coordinates of my texture atlas very easy, since I can just pick the desired ...
4
votes
1answer
442 views

“exception at 0x53C227FF (msvcr110d.dll)” with SOIL library

I'm creating a game in C++ using OpenGL, and decided to go with the SOIL library for image loading, as I have used it in the past to great effect. The problem is, in my newest game, trying to load an ...
2
votes
0answers
141 views

1:1 mapping of texels to pixels with DX11 and multisampling and linear interpolation

Is it possible to get a 1:1 mapping of texels to pixels on a multisampled target in DX 11 with interpolation? It seems to me that the texture coordinate used in the shader is always one of the ...
12
votes
2answers
2k views

Should I be using spritesheets, because of or despite of my vast number of images?

I am developing a 2D game, and I have a lot of sprites. I used 3D animations and models to render into 2D, to give them that "Fallout" or "Diablo" look to them. It is also easier than drawing by hand, ...
6
votes
1answer
1k views

Sprite sheet textures picking up edges of adjacent texture

I have a custom sprite routine (openGL 2.0) which uses a simple sprite sheet (my textures are arranged horizontally next to each other). So, for example, here is a test sprite sheet with 2 simple ...
1
vote
1answer
370 views

When to call GLBindTexture when using a spite-sheet?

Originally, I was using individual textures (ie, individual .png files) for my sprite's animation and recently altered my code so that I could put all my animation frames into 1 file (so it basically ...
1
vote
1answer
532 views

Converting data file of Sprite Atlas from JSON to Cocos 2D

I have an existing Sprite Atlas with its data file in JSON format. How do I convert it for use with Cocos 2D and other frameworks ? I tried poking around in Texture Packer which supports publishing ...
3
votes
1answer
158 views

How to categorize textures into atlases

I am going to use texture atlasing for the first time in my games, and at first it seemed like a great idea to split textures into atlases by categorizing them by terrain themes e.g ForestTextures, ...
2
votes
1answer
576 views

What happens when a texture is too large for a device

The question is two fold: What happens on a device when a texture is too large for it to handle? Will it crash or simply downsize it? In Unity if I use texture atlases of size 4k and then set ...
1
vote
1answer
4k views

Texture atlasing in Unity

I'm researching new ways to optimize games for better performance. Currently I am working on texture atlasing, which is giving me a hard time. I made the atlas using Texture2D.PackTextures and saved ...
1
vote
1answer
279 views

How to deal with lot of textures in one draw call?

I'am currently developing text rendering & some kind of tile based texturing for simple landscape with textures blending. e.g. something like this but in 3D. In first realization I have been used ...
1
vote
0answers
500 views

Create a touchpad-joystick using texturepacker2

I am adding a touchpad control to my game, using TexturePacker for loading images into the image-atlas. I have followed this tutorial to add the joystick. Everything is the same apart from the loading ...