A bitmap (raster image) used in a texture mapping process.

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5 views

Libgdx: ModelInstance texture is not rendered on Java8

I have project based on opengl, libgdx framework. It's impossible I think, but when I switch my project from Jdk1.7 on Jdk1.8 I have problem with rendering model's texture. I have no idea how language ...
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0answers
44 views

How can I use a texture as a font in Unity3D

I am making a game in unity and I am trying to make a custom font for showing numbers. I created a png with the numbers, turned it into a material and added it to a custom font object. I set up the ...
0
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0answers
39 views

Flickering Textures

I have downloaded an FBX and its textures and imported them into my project. The problem I have is that the textures are flickering very much in my current scene whenever I move the mouse. I have ...
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0answers
33 views

C# OpenTK - How to get a Bitmap from a loaded Texture [closed]

After some searching around, I put this code together: public static Bitmap BMPfromTextureID(int id) { int w, h; GL.BindTexture(TextureTarget.ProxyTexture2D, id); ...
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0answers
29 views

Update DirectX 11 Texture Created in Unity Asynchronously in the Native (c++) Plugin

Sorry for the long question :D tl;dr version :) Is it possible to update DirectX 11 textures created in Unity asynchronously in a native plugin (C++)? I've written a plugin that retrieves data from ...
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1answer
29 views

NGUI Texture Background Font of Sprite

I am new to Game Development and using NGUI plugin free version. There are few sprite images in my game. I made them prefab and instantiated at runtime. then I created NGUI Texture and Made it ...
0
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1answer
46 views

My texture blends into one single color (DirectX11)

First thread on gamedev stackexchange. I am currently creating a cube with a single texture on each side. I got my cube up and running. But when I apply my texture, I get this: It blends the ...
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0answers
25 views

Generate ETC2 compressed texture from Android Bitmap in OpenGL ES 2

My app currently uses a lot of textures most of which probably could be compressed quite a lot by using ETC2 (my app runs on 4.4 so i have a lot of devices supporting GLES30), i cannot use ETC1 since ...
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0answers
16 views

Does Unity's “Compression quality” affect ETC2 compression?

In Unity I am using "Advanced" texture options on Android with ETC2 8-bit compression. There is an option for "Compression quality" as described here: ...
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0answers
30 views

When camera moves the textures move and rotate

I recently followed the tutorial at PaulsProjects on shadow mapping. After finishing the tutorial all of my textures seemed to have vanished, then I moved my camera and the texture reappeared. But the ...
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2answers
104 views

How do I choose an optimal texture size for a mobile Unity game?

I am developing a 2D game with Unity2D for Android, iOS, WebPlayer and maybe for desktop computers. I think the working resolution of my game is 1280*800. How do I choose the optimal size of ...
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0answers
20 views

Sprite framework binding multiple textures

In an attempt to batch render as many quads (sprites) as possible, I'm instance rendering a single unit-sized quad and passing in a buffer of per-instance data that includes width/height, texture ...
1
vote
1answer
39 views

Is it possible to look up a texel from a texture in GLES2 GLSL framgent shader without using sampler?

Is there some way I can directly access texture memory from fragment shader in GLES2 GLSL? I don't need the sampler to be involved since I am just using it as a look-up table.
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0answers
20 views

Is it possible to use unnormalized texture coordinates from a GLES2 GLSL fragment shader?

I want to look up a texel from my GLES2 GLSL fragment shader using un-normalized texture coordinates (0-w, 0-h instead of 0-1, 0-1). The reason is that this texture is used as a look up table and I ...
0
votes
1answer
29 views

Android OpenGL and non premultiplied textures

As I understand it; by default all bitmaps will will get the alpha channel premultiplied in Android if loaded using BitmapFactory. My setup: I have a 32bit bitmap(.bmp) where the alpha channel has a ...
6
votes
1answer
2k views

Why do my images take 200 MB of RAM when they are ~20KB on disk?

I am creating an Android game using libGDX. When I load my nine images it takes 200 MB of RAM. But the images are 10 to 17 KB each. Why the discrepancy? Here is where I create textures from those ...
0
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0answers
19 views

Why do I get an 'invalid call' error when creating a volume texture in SharpDX?

I'm trying to create a VolumeTexture in C# with SharpDX, but it fails: var form = new RenderForm("SharpDX - Test"); var device = new Device(new Direct3D(), 0, DeviceType.Hardware, form.Handle, ...
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1answer
98 views

Basic terrain shader without using external texture

I have this: (Right now I have the height map in a x*x size 2D array and a 1D vector too.) What I am trying to achieve is something like this: Without using any textures, only plain colors. So ...
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1answer
66 views

Building a unity game without textures? [closed]

For a school project I have to build a unity game. Since the focus is on programming and building the game and not on creating graphics (we are supposed to find free models/textures online) I'm trying ...
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0answers
31 views

How to get textures for my buildings? [duplicate]

I have decided to make my own game but i have one problem.So i want to create my own city but realized that i need textures.How i can make textures for my city buildings?I've been thinking about going ...
1
vote
1answer
93 views

Is it possible to calculate the TBN matrix in the fragment shader?

Just from model position, model normal and texture uv?
1
vote
2answers
36 views

Modifying a texture already applied to geometry

I am making glyphs on a wall "glow" by changing how much of the overlay texture (light intensity) is blended into the diffuse map. The basic approach is to capture the diffuse map into a render target ...
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0answers
102 views

OpenGL Bump Map — Texture artifacts ?

I am learning OpenGL (and learning the math behind it) and I'm making a simple OBJ viewer, nothing fancy. I have diffuse, specular and ambient light/texture working fine and now I am implementing the ...
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2answers
37 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, ...
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1answer
43 views

Copying a texture's colors to a new texture to create a new sprite

Let mySprite be some .PNG sprite: Texture2D tex = mySprite.texture; Sprite sprite = Sprite.Create(tex, new Rect(0,0,tex.width,tex.height),new Vector2(0.0f,0.0f),1.0f); The resulting sprite can be ...
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0answers
23 views

Scaling UDK landscape material

I have been following some guides off this site, more specifically the "Random Tiling Masks: Randomize the texture mapping to reduce tiling" section and I have run into an issue regarding scaling of ...
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0answers
13 views

How can you duplicat folders and not share old dependencies in Unity?

I have a folder with some prefabs, materials, textures, FBX, etc. My Prefabs refers to FBXs and Materials in this folder. Can I clone this folder in a way that it will save those local dependencies? ...
0
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1answer
71 views

“_SRGB” suffix for BC texture format doesn't result in sRGB-to-linear correction at sampling

I am working on a 3D engine as a hobby (Direct3D 11). Currently I am trying to implement sRGB -> linear -> sRGB color space conversions via texture formats with "_SRGB" suffix. So, my textures are ...
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1answer
40 views

How can I fill a Color[] from a Texture2D given a Rectangle in SharpDX?

I used to fill a Color[] using XNA's Texture2D.GetData<T>(int, Rectangle?, T[], int, int) method, but there doesn't seem to be an equivalent overload on SharpDX's Texture2D. Anyone know how I ...
1
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1answer
70 views

Design question: best way to model and visualize a long grid of data [closed]

Perhaps some noob questions for a scientific application that you can assist with: I am trying to render a large, evenly spaced grid of data in 2D. The full data set dimensions could be anywhere from ...
0
votes
1answer
208 views

Bad quality of the sprite in Unity

I need to import a few sprites (background platform and sky) into my game scene but it seems that their quality after importing into Unity is too bad (they are blurred). The original resolution of ...
0
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1answer
48 views

Why does changing texture change it for both objects? [duplicate]

I have two identical objects in my Unity scene. When I change the texture of one, the texture is changed on the other, almost as though the first one is a prefab. Why is this happening and how can I ...
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2answers
80 views

Should I use textures that are the size of the object?

I've been reading but couldn't find an answer to my question: If I have an object, let's say 30x30. Should I use a texture that is 30x30, 300x300, or even 3000x3000 or should I follow 'the powers of ...
5
votes
1answer
72 views

Texture is black when manually building mipmap

I am trying to manually build a mipmap from a series of images. For the sake of brevity, let's assume the file containing the images I want (from 256x256 to 32x32) have paths file_1...4. What I do ...
0
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0answers
34 views

Load different grayscale images into the same texture

I have a series of images loaded as data1 = stbi_load_from_file(file1,&width,&height,&comp,1); data2 = stbi_load_from_file(file2,&width,&height,&comp,1); data3 = ...
1
vote
1answer
48 views

How to deform 2D tileable texture in XNA/MonoGame

I'm looking for a way to deform tillable texture in a 2D game I'm building using MonoGame but I'm not sure how this effect is called and searching the internet for "deforming textures" gives me mostly ...
0
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0answers
31 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
35 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 ...
1
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0answers
93 views

How can I texture a large terrain mesh in OpenGL?

I want to apply a texture to a large terrain mesh in my game. I think that it is just not acceptable to have a gigantic UV map spanning over 4096 x 4096 pixels. What's a better way to apply a texture ...
1
vote
1answer
31 views

texconv produces texture with same size using BC1 or BC4

According to msdn, the BC1 block compression format is for images with 3 color channels and 1 bit alpha channel and the BC4 is for images with 1 color channel and no alpha. Using the same RGBA input ...
1
vote
2answers
139 views

How can rotate a 2D textured quad in legacy OpenGL immediate mode?

I have a texture of a tank, and I want to it appearance on the screen depends on its current direction, so I decided to use rotating texture functions of OpenGL. I followed some advices through Google ...
5
votes
1answer
185 views

How to read a color of a pixel from texture (cocos2d-js)?

How to read a color of a pixel at [x,y] from a texture (in cocos2d-js)?
1
vote
1answer
110 views

Voxel engine/vertexes: how to add more and more different textures during game runtime and change some of the blocks' faces?

It's difficult to ask this, but I'll try. The thing is: I asked before somethings about creating ramps and blocks with vertexes. [I'm using C#/XNA.] Explanation: now I got a chunk that has blocks ...
1
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0answers
31 views

How to produce a texture to represent a vector field

I would like to be able to produce a texture that essentially represents a 2D vector field (eg red represents vector {1, 0}. What I would like is to draw a path and the vector at the point on the ...
0
votes
1answer
44 views

Downloading 10 images and storing their data with WWW

I would like to download 10 images, and store their texture data into my list. I don't really know how to do that - I heard that for this you use the WWW class, so I went: List<byte[]> ...
8
votes
1answer
620 views

Why is my custom Texture2D blurry?

Have some WWW object downloading a .PNG image. ((SpriteRenderer)renderer).sprite = Sprite.Create(request.texture, new Rect(0,0,100,100)); My sprite looks fine. Now, let's be a bit ...
3
votes
3answers
67 views

Can you offset the horizontal flip in SpriteEffects XNA?

As the title suggests I need to know if there is a way to offset the SpriteEffects.FlipHorizontally component in the XNA draw method. My reason for this is the sprite I am attempting to flip is not ...
0
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0answers
27 views

Rectification of an image by using texture projection

I need to rectify an image with texture projection on GPU (GLSL/shaders), do you have any resources/tutorials/insights to share? I have the 3D pose of the camera that created the image and the image ...
0
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3answers
95 views

Optimizing Texture Text Rendering?

I have an implementation currently that stores each letter as it's own separate texture, usually only a couple pixels in width and height. So this has some problems as i am unable to do a batch ...
0
votes
1answer
68 views

Terrain (mesh) textures in Unity - blurry?

I've created a 3D mesh in blender which will be used as a terrain in Unity. Additionaly, I created a 900x900 texture which I'd like to apply as material to the mesh. However, unlike with the normal ...