-2
votes
0answers
52 views

What does it take to give 1080p support in games? [closed]

So I have been reading about HD remakes how texture resolutions are upped/touched up and have other qualities such as AA applied, models can can increased poly count. I also read however that a game ...
2
votes
0answers
83 views

DX 11 Specular Highlights in Deferred Renderer

I am currently implementing a deferred renderer in DX11.1. Right now I am having a problem that I can't seem to crack with specular highlights when I have multiple light sources. I keep a vector of ...
4
votes
1answer
128 views

cost of texture change vs color change

How would I go about determining the difference in cost between changing the render color of an object every frame vice changing the texture (same sheet, just changing the source rectangle) every ...
1
vote
1answer
47 views

SDL render to a texture

I am trying to create a button for my game there are lots of similar buttons so using an image for each one is a bit inefficient. So I want to load an image then copy some text over it and render that ...
0
votes
0answers
43 views

XNA 4.0 displaying .fbx texture problem

Here is my image. I have Steve from MineCraft I exported it to .FBX format. After Googling for a while, I changed sampling mode to PointClamp and turned off anti-aliasing, but somehow the texture ...
2
votes
1answer
80 views

Specular map: What about the specular reflection's highlight' size?

I think I know what a specular map is and what it's used for (here is an example). http://www.rastertek.com/dx10tut21.html One of the models of specularity that are highly popular is Phong. In Phong ...
1
vote
2answers
185 views

Offline texture mipmap generation

I want to generate mipmaps for 2D textures as an offline step. My priority is for image quality, execution time is not a concern. The images will, naturally, always be halved and will always be ...
-2
votes
1answer
131 views

Why is my Snake' tail rendering the wrong sprite? [closed]

I am making a snake game in Unity. The game is simple, using Texture2D to display the head, tail and body parts. I am stuck with this problem: I stored 4 textures (each one for one of the four ...
1
vote
1answer
323 views

Cocos2D - Fill a Sprite with a pattern

I have a CCSprite with a certain shape in Cocos2D and I would like to fill it with a pattern, as seen here: I've seen a lot of examples where they fill a rectangle with a pattern, or even a ...
0
votes
1answer
111 views

Correct GL settings to mix 2D and 3D rendering

I'm programming a 3D game engine with 2D GUI. The GUI objects have partially transparent textures and the transparency works more or less. The sky color is rendered in transparent areas of the ...
7
votes
3answers
397 views

Terrain & Multi-Texturing

I'm using OpenGL (Version 4.4) (and C++ if that matters). I've created a terrain renderer, the terrain is stored as a 3D scalar field (isosurface/voxels). It uses a slightly modified version of ...
1
vote
0answers
188 views

LibGDX render sprites in tiled-map format ( convert texture to sprite )

I am creating a game in which till now I have used textures to create A 2D tiled game. I have created a matrix which converts the touch co-ordinates into a array index number and according to that ...
0
votes
3answers
273 views

Why is my texture drawn in a different place when in fullscreen?

I'm trying to draw a texture (with a crescent moon) in the middle of the y-axis: public void draw(SpriteBatch batch) { batch.draw(lune, 0, Gdx.graphics.getHeight() / 2); } It renders this when ...
6
votes
1answer
239 views

With what projection matrix should I render a portal to a texture?

I'm using OpenGL. I have problem with my engine's portal implementation. To create the first portal I do: create a virtual camera with the position of the second portal and the correct orientation ...
1
vote
1answer
248 views

LWJGL SlickUtil Texture Binding

I am making a 3D game using LWJGL and I have a texture class with static variables so that I only need to load textures once, even if I need to use them more than once. I am using Slick Util for this. ...
0
votes
0answers
143 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
2answers
102 views

pre-rendering light on texture based on bump map

Using a gray-scale bump-map and N sources of colored light, what is the algorithm to render the light on the textured surface, assuming I have the angle(s) and distance of each light source? (I am ...
0
votes
1answer
67 views

Triangular grid and rendering to a texture (Direct3D 11)

Is it possible to render vertex data from a triangular grid into a texture with a same size (i.e. 3x3 vertices to 3x3 pixels - each pixel is representing one vertex)? Consider following situation. I ...
1
vote
3answers
88 views

Entity System Texture Rendering Performance Java

I use Artemis and LibGDX. I have the following two components which manipulate a texture: ComponentTexture // Stores the texture ComponentSource // Define a region for the texture, that will only be ...
1
vote
0answers
128 views

Drawing cube map and texture array on NVidia cards doesn't work

I have small problem with shadow maps preview. After binding shadow framebuffer I bind proper texture to store depth in it and then render the whole scene. When I read that values in shader to ...
0
votes
1answer
411 views

Texture Won't Load in OpenGL

I've started trying to make a 2D game in C++ using OpenGL, and I'm using SOIL as the imaging loading library. The problem is, I've been trying to get a simple 64x64 image of a red square to open and ...
3
votes
1answer
254 views

Painting terrain with a selection circle

I don't mean putting a circle under a unit like done in an RTS, that's fairly simply done with a scenegraph(-like structure). What I'm referring to is selection circles for things like Area of Effects ...
1
vote
1answer
2k 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 ...
3
votes
1answer
89 views

Texturing a quad

Drawing a quad with a texture mapped to it with the fixed OpenGL pipeline is one of the easiest things to do in OpenGL. And for some madmaking, mysterious, dumb reason I can't get it to work. I ...
0
votes
0answers
612 views

3ds max render to texture in PNG

Using 3ds Max 2012, I've been able to use the "render to texture" function to successfully bake my lighting. The only problem is that these image files are always output to TGA files. I need PNG ...
0
votes
1answer
390 views

How to scale a texture in OpenGL/LWJGL?

How would I take a texture and render it to a specific size? The texture I'm rendering has a 1:1 ratio so I want to be able to render the whole image like if the window is wide then put black outlines ...
9
votes
2answers
1k views

Why are some games using some dithering pattern instead of traditional alpha for transparency?

Recently, I have seen some 3D games (eg: GTA IV) to use some kind of ordered dithering to simulate transparency / alpha. The polygons are not transparent as usual, but instead render a dithering ...
1
vote
0answers
96 views

Rendering text with stb_font results in glitches

I'm trying to render text with OpenGL and an "inline"-font taken from the stb_fonts The relevant code for initializing the font & rendering: LabelFactory::LabelFactory() { static unsigned ...
5
votes
1answer
189 views

Two graphical entities, smooth blending between them (e.g. asphalt and grass)

Supposedly in a scenario there are, among other things, a tarmac strip and a meadow. The tarmac has an asphalt texture and its model is a triangle strip long that might bifurcate at some point into ...
6
votes
1answer
4k views

Repeat texture in libgdx

How to fill region with repeated texture? Now I'm using next method: spriteBatch.begin(); final int tWidth = texture.getWidth(); final int tHeight = texture.getHeight(); for (int i = 0; i < ...
4
votes
1answer
842 views

OpenGL ES 2.0 texture distortion on large geometry

OpenGL ES 2.0 has serious precision issues with texture sampling - I've seen topics with a similar problem, but I haven't seen a real solution to this "distorted OpenGL ES 2.0 texture" problem yet. ...
3
votes
1answer
487 views

How to properly render a Frame Buffer to the BackBuffer in Stage3D / AGAL

After doing a render pass with RenderToTarget (RTT), how do you properly render that texture buffer to the screen while maintaining original scale / proportions so it doesn't stretch or lose quality? ...
4
votes
2answers
4k views

Can I make a mirror with Unity Free?

If I understand correctly, render textures are a feature of Unity Pro, and that is the best way to create mirrors, TV screens, and so forth. If I am wrong, please tell me. What I would like to know is ...
1
vote
1answer
530 views

Abstracting entity caching in XNA

I am in a situation where I am writing a framework in XNA and there will be quite a lot of static (ish) content which wont render that often. Now I am trying to take the same sort of approach I would ...
3
votes
1answer
731 views

“Clone” a RenderTarget2D?

I see that some XNA resources implement ICloneable (namely the Effect class) but textures don't. I have encountered a situation where I need to make a complete copy of a RenderTarget2D texture and use ...
1
vote
1answer
810 views

Multiple Render Targets not saving data

I originally posted this question on stack overflow, but realised it might be better here. The original question can be found here I'm using SlimDX, targeting DirectX 11 with shader model 4. I have a ...
2
votes
1answer
2k views

OpenGLES 2.0: Rendering Multiple Sprites - Texel Corruption

I'm having a tremendous time getting the second (or additional) sprites in my game engine to render properly. The first one always works great: it is positioned and sized properly in screen coords, ...
4
votes
2answers
4k views

[Unity] Render an animated texture to a screen

I'm looking for a way to write a typed text on a texture, and then render it on a screen: in the game it's just the screen of a computer where a scientist is typing text on. The texture will be ...
10
votes
4answers
10k views

Preferred way to render text in OpenGL

I'm about to pick up computer graphics once again for an university project. For a previous project I used a library called FTGL that didn't leave me quite satisfied as it felt kind of heavy (I tried ...
12
votes
6answers
1k views

How can I create my own sky maps?

What are the methods/tools for generating realistic skies with clouds and atmospheric shading? FOSS alternatives and spherical projections get extra points.
12
votes
1answer
653 views

What is a texture atlas?

I've heard about this concept, but what is it?