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

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1answer
35 views

DirectX UV coordinates are flipped

I'm loading a simple model, which is composed of vertices that have position, normal and UV texture coordinates. The thing is, displaying that model using DirectX 9 or 10 shows that the UV ...
2
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0answers
42 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 ...
1
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0answers
17 views

How to change texture from pvr.ccz in Cocos2d?

I'm using .pvr.ccz file that texturePacker application created for me , I created a Sprite that it's image choosed from this file(.pvr.ccz) like below: CCSprite *mySprite = ...
1
vote
2answers
118 views

Application of classes with critical non-static fields in LWJGL

I'm going to be as specific about this question as I can. Ultimately, how is it that I apply a class that uses non-static fields in LWJGL? More specifically, I know that OpenGL is quite nearly more a ...
0
votes
1answer
427 views

How to texture voxel terrain without triplanar texturing?

How can a voxel terrain (marching cubes) be textured without triplanar mapping ? The goal being to have more artistic freedom. I think, I could unwrap the mesh while extracting the isosurface then ...
3
votes
1answer
2k views

Unity: how to apply programmatical changes to the Terrain SplatPrototype?

I have a script to which I add a Terrain object (I drag and drop the terrain in the public Terrain field). The Terrain is already setup in Unity to have 2 PaintTextures: 1 is a Square (set up with a ...
4
votes
1answer
84 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
470 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 ...
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votes
2answers
2k views

Changing the color of some fragment of a texture using shaders

Declarative programming language QML allows to connect the elements, their properties with universal variables in shader programs description. For these purposes there is such elements as ...
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votes
1answer
31 views

Doing imagemagick like stuff in Unity (using a mask to edit a texture)

There is this tutorial in imagemagick http://www.imagemagick.org/Usage/masking/#masks I was wondering if there was some way to mimic the behavior (like cutting the image up based on a black image ...
0
votes
1answer
20 views

Java Buffers and OpenGL ES 2.0 (Android)

I've been trying to come up with a good solution for preloading textures asynchronously, but in Android with OpenGL ES you cannot create a texture out of context. Would the proper solution be to load ...
6
votes
1answer
227 views

HLSL - Voxel texturing

I'm currently trying to develop a Voxel Engine using Direct3D 9 and C++. To keep the memory usage low, i'm only passing the position, the orientation and the offset of the current voxels texture in ...
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2answers
42 views

Blood particles system,join particles

Does anyone know how the particles behave in the following picture? Let me explain,before the particles join they seem to be just simple textures of blood drops with a black border around them ...
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0answers
16 views

Exporting a simple model with texture from Blender to three.js [closed]

Note: I want to avoid modifying the model in the javascript code and do all the model design inside Blender. Note #2: While this question is long, it is actually a basic problem (title says it all). ...
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vote
2answers
207 views

projected textures not appear on the “back” of the mesh as well?

I want to create blood wounds on my character's bodies by using projected textures. I've watched some commentaries on games like Left 4 Dead and they say they use projected textures for the blood. But ...
0
votes
1answer
22 views

LibGDX - Textures rendering at wrong position

Update 2: Let me further explain my problem since I think that i didn't make it clear enough: The Y-coordinates on the bottom of my screen should be 0. Instead it is the height of my screen. That ...
1
vote
1answer
175 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. ...
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votes
1answer
106 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 ...
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votes
1answer
212 views

problem adding bumpmap to textured gluSphere in JOGL

I currently have one texture on a gluSphere that represents the Earth being displayed perfectly, but having trouble figuring out how to implement a bumpmap as well. The bumpmap resides in ...
2
votes
2answers
104 views

Problem draw SkyBox behind my sun - XNA

I try to create a small and simple 3D games on XNA. I recently started to add a skyBox after added a sun in my game with the sample by Microsoft here ...
0
votes
1answer
39 views

Texture Stretching on VBO cube

Hey all, I've seen a lot of posts on stackexchange with this issue, but none of the answers have solved my problem. I'm using JOGL and I'm trying to render a textured VBO cube with glDrawArrays. ...
0
votes
1answer
73 views

Speed up loading of png files (used for textures) in Android OpenGL Game

My game has a few texture atlases that need to be loaded (in my XHDPI folder they total 3.49MB) and on a top-end device they don't take that long to load, however on a low-end device they seem to take ...
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votes
0answers
26 views

Android - OpenGL ES 2 - Cube with different texture in each side

I need to create a 3d cube, with a different texture on each side. Here is my cube class, which my other classes extend: import java.nio.ByteBuffer; import java.nio.ByteOrder; import ...
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votes
2answers
40 views

Using Smaller Textures in Unity on Older/Smaller devices

In Unity, when you have MipMapping selected, will this cause the full size texture to always be brought into memory? I have a game which runs on high end mobile devices with ultra-high resolution ...
0
votes
1answer
22 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 ...
2
votes
2answers
1k views

Importing FBX with multiple meshes in UDK

I need to import into UDK a several amount of FBX models (representing buildings) which are composed by various submeshes (walls, windows, roof...). I need to keep the individual meshes (can't use the ...
1
vote
1answer
372 views

glGenerateMipmap confusion

I'm trying to get a grip on mipmaps with OpenGL. I believe I understand the concept, but when trying to have OpenGL generate them I wonder how it determines how many mipmaps to generate? Here's what ...
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votes
1answer
61 views

Do I need to create an HLSL in XNA to display textures without content pipeline

I currently have a jpeg texture stored as a Color array in XNA as RGBA. I also have the vertices of a cube in OBJ format mapped to VertexPositionColor vertex buffer using the VertexBuffer and Indices ...
8
votes
1answer
3k views

Max texture size Android : which settings for 2048x2048?

I want to use a texture atlas of 2048 x 2048 in my game, and I would like to warn the users with a "too low" device to not download the game. With a texture atlas of this size, what requirements ...
2
votes
1answer
143 views

How do I split a texture into differently shaped pieces with libgdx?

I want to split a texture into variously shaped pieces with libgdx, like the pieces of a puzzle game. TextureRegion.split() is not an option, as it splits into equally sized rectangular texture ...
0
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2answers
61 views

How does Texture Mapping work?

I read the answers from What exactly is UV and UVW Mapping? and How does UVW texture mapping work?, which are quite nice, but am still not 100% sure, if I understand correctly. Lets start with a 2D ...
2
votes
1answer
53 views

multiple textures into one texture

Can i fusion multiple .tga or .jpeg into only one, and texturise my model with it ? Here is an example to explain my self better : I have Mr Bowser as 3d model and i want to integrate it in a game. ...
0
votes
2answers
138 views

Texturing a VBO cube (JOGL)

I've been having trouble texturing a cube using vertex buffer objects. EDIT: I updated/replaced my shaders to fit the right version. The program compiles and links, but it shuts down java in ...
0
votes
2answers
60 views

Unity Texture Problem

http://www.gfycat.com/FlawedLimpingGrizzlybear http://www.gfycat.com/UnawareQuerulousHawk Every texture and shader has the same problem. It seems like the problem has nothing to do with either. ...
3
votes
1answer
182 views

How can I determine the extreme color values in a texture?

I am looking for a way to determine the most extreme color values for all of the texels in a texture. So for a texture consisting only of black and white texels, the extreme values should be (0,0,0) ...
3
votes
1answer
205 views

XNA windows phone release black textures

i just made a 3d game in XNA for windows phone 7. I build it in release mode on visual studio 2010 and suddenly when I run game there is no textures on models - 2 models are black and one is ...
0
votes
1answer
926 views

Rendering Texture Quad to Screen or FBO (OpenGL ES)

I need to render the texture on the iOS device's screen or a render-to-texture frame buffer object. But it does not show any texture. It's all black. (I am loading texture with image myself for ...
1
vote
2answers
51 views

Texture2DArray in Directx11 with different formats

I'm trying to create a texture2DArray from multiple of images, each of which has different formats, and I got the following error from the DirectX11 debug layer. D3D11 ERROR: ...
4
votes
1answer
796 views

Problem Implementing Texture on Libgdx Mesh of Randomized Terrain

I'm having problems understanding how to apply a texture to a non-rectangular object. The following code creates textures such as this: from the debug renderer I think I've got the physical shape ...
0
votes
1answer
14 views

Animation Texture spread out when animation on 3dsMax

I have a 3d model of a human biped, i did the skeleton and attached it to my 3d model with a skin modifier. But when i move his arms a part of the trunk is comming too . Is it possible to fix this ?
1
vote
1answer
72 views

Mapping a 3D texture to a standard hollow-hull 3D model

I have 3D models which are typical hollow hulls. If such a model also had a 3D volumetric/voxel texture map then given a point P inside such a model, I'd like to be able to find its uvw coordinates ...
1
vote
1answer
72 views

XNA 4.0 - Car game dashboard lights

I'm making a car game and doing the dashboard part. I'm trying to do the dashboard lights, i've did this changing the dashboard texture, overwriting the texture with the light image over it, example: ...
1
vote
0answers
18 views

XNA 4.0 - Model texture transparency [closed]

I'm trying to use a semi transparent texture on a model in xna using BasicEffect, like this: ((BasicEffect)mesh.Effects[0]).Texture = alphaTexture; I've made the texture in code using color class, ...
0
votes
0answers
23 views

vertical lines on texture in libgdx

i am getting vertical lines on my texture even though i tried implementing texture filters,both linear and nearest and still i get the lines.how do i get rid of it? here is the code: package ...
0
votes
1answer
83 views

Re-using one texture for multiple OpenGL Quads

I've been looking over my code and I'm just wondering, when I set a texture for say, 20 quads that need to use the same texture, it seems as though I'm creating a new texture each time...... surely ...
0
votes
2answers
36 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
1answer
50 views

Projective texturing and falloff

I quite understand how projective texturing works. I implemented successfully a shader for that following nvidia doc. The major problem I'm facing is that with that implementation the projector ...
1
vote
1answer
64 views

Normal Mapping space confusion

I've been reading today about normal mapping. Up to now, the only normal mapping I encountered was with maps already in world space so I just extracted the info from the texture and transformed them ...
0
votes
0answers
38 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 ...
0
votes
1answer
32 views

HLSL tile shader

How would I make this HLSL code tile my texture: float4x4 World; float4x4 View; float4x4 Projection; float4x4 WorldInverseTranspose; float4 AmbientColor = float4(1, 1, 1, 1); float AmbientIntensity ...