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

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1
vote
1answer
505 views

GL_INVALID_OPERATION in glEnd

I'm having problems drawing a simple sprite. When I draw: void CSprite2D::render() { CHECKGL(glLoadIdentity()); CHECKGL(glEnable(GL_TEXTURE_2D)); ...
3
votes
1answer
2k views

Why does OpenGL seem to ignore my glBindTexture call?

I'm having problems making a simple sprite rendering. I load 2 different textures. Then, I bind these textures and draw 2 squares, one with each texture. But only the texture of the first rendered ...
2
votes
2answers
3k views

Texture2D.GetData fails to return pixel colour data

Because I'm using sprite sheets instead of an individual texture per sprite, I need to pass in a Rectangle when calling Texture2D.GetData() in my collision detection for per-pixel tests. ...
15
votes
3answers
7k views

What exactly is UV and UVW Mapping?

Trying to understand some basic 3D concepts, at the moment I'm trying to figure out how textures actually work. I know that UV and UVW mapping are techniques that map 2D Textures to 3D Objects - ...
2
votes
2answers
4k views

how disable texture after drawing an object?

i try to make a textured object then draw other without (only colored). i had tried to play with glEnable/Disable(GL10.GL_TEXTURE_2D) , ...
3
votes
1answer
2k views

Is it possible to import UV-maps in Unity3D without manually importing the associated texture?

When i import an object from Maya with a defined UV-map i have to manually import the texture (image) and assign it to the material. Is there a way to keep the materials texture reference from Maya ...
5
votes
3answers
2k views

Applying Textures to Hexagonal Tiles Seamlessly

I'm doing a tactical game (X-Com / Fallout style) for fun. I've decided to use a hexagonal map, but I'm having a graphic problem. My current map display is HUD-like, with only the border of the map ...
6
votes
4answers
7k views

How much memory does a texture take up on the GPU?

A large png on disk may only take up a couple megabytes but I imagine that on the gpu the same png is stored in an uncompressed format which takes up much more space. Is this true? If it is true, how ...
17
votes
4answers
4k views

Procedural Planets, Heightmaps and Textures

I am currently working on an OpenGL procedural planet generator. I hope to use it for a space RPG, that will not allow players to go down to the surface of a planet so I have ignored anything ROAM ...
3
votes
3answers
555 views

Skybox Development Help

I'm a freelance game designer, and I can't afford to hire someone to do skyboxes for me. However, I am unable to do them my self. Let's say I have a texture that can be tiled on four sides... If I ...
9
votes
3answers
1k views

Very slow direct3D texture sampling

So I'm writing a small game using Direct3D 9 and I'm using multitexturing for the terrain. All I'm doing is sampling 3 textures and a blend map and getting the overall color from the three textures ...
10
votes
2answers
221 views

Should the color of a texture be adjusted for display on a television?

If a 24bit RGB image with a range of 0-255 per channel is displayed on a television that displays a range of approx. 16-235 per channel, color detail will be lost, correct? If so, should images be ...
3
votes
2answers
990 views

Dump texture from memory to the original format?

How can you dump GPU memory (images and such that are loaded on it) to the standard format ?
9
votes
3answers
4k views

Premultiplied alpha, yea or nay?

Should I be using premultiplied alpha? Reading Tom Forsyth's article it seems a nobrainer. Premultiplied alpha (AKA additive blending) is superior in every sense. However, premultiplied alpha seems ...
30
votes
6answers
10k views

How can I make a good-looking explosion particle effect?

I'm not much of an artist, but I'm trying to make decent particle effects in a 2.5D game. I'm making a replica of Wii Play's "Tanks" and I can't quite get the explosions to look good. I'm not going ...
9
votes
2answers
821 views

Should the content pipeline tools be embedded in the engine?

How minimal should a games engine be? How much of the content pipeline should be embedded in the engine? Some use cases where the super engine might be useful: When loading user content, the user ...
3
votes
1answer
740 views

iPhone/OpenGL-ES partially texture mapping an object

I only have a basic understanding of OpenGL, so I'm probably showing my ignorance here. I'm looking for a great iPhone/OpenGL-ES example of applying a texture (preferably from a texture atlas, but ...
28
votes
9answers
19k views

Texture packing algorithm

What is a good texture packing algorithm? Technically, bin packing is NP-hard, so a heuristic is what I'm really after.
4
votes
4answers
1k views

How to handle font loading?

I need to display text in my game, who doesn't. I had originally thought that I could just statically render all the text I would need to images and use those. I'm starting to think that is a bad ...
14
votes
7answers
13k views

What are some cool examples of procedural pixel shader effects? [closed]

What are some good examples of procedural or screen-space pixel shader effects? No code is necessary; I'm just looking for inspiration. In particular, I'm looking for effects that are not dependent ...
6
votes
5answers
4k views

Non-destructive way to edit alpha channel in Photoshop/Gimp image

Looking to make textures for Unity3d, and I'm stuck at what seems to be a simple stage. My goal is to create an RGBA image, with color information for every pixel, and a separate alpha channel. These ...
18
votes
3answers
7k views

How does Megatexture work?

I've been thinking about developing a small engine not only to develop small experimental games, but also to serve as a base to test various rendering techniques and things like that. Right now I've ...
8
votes
3answers
831 views

What is a good method for coloring textures based on a palette in XNA?

I've been trying to work on a game with the look of an 8-bit game using XNA, specifically using the NES as a guide. The NES has a very specific palette and each sprite can use up to 4 colors from ...
22
votes
6answers
5k views

What happened to procedurally generated textures?

I recall some time ago that procedurally generated textures were becoming a big deal that a lot of people/companies were really interested in with some serious benefits (smaller deployments, ...
13
votes
5answers
4k views

Tools for generating texture atlases/sprites from source images? [closed]

Is there an industry standard file format for texture atlases? What are the apps that take a directory of images and turns it into a texture atlas png and a text file describing what's on it? This ...
12
votes
6answers
2k 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.
13
votes
1answer
768 views

What is a texture atlas?

I've heard about this concept, but what is it?
254
votes
20answers
221k views

Where can I find free sprites and images? [closed]

I need sprites and images, such as characters, landscapes and others. Where can I find them?