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

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3
votes
4answers
796 views

How can I view an R32G32B32 texture?

I have a texture with R32G32B32 floats. I create this texture in-program on D3D11, using DXGI_FORMAT_R32G32B32_FLOAT. Now I need to see the texture data for debug purposes, but it will not save to ...
0
votes
0answers
25 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 ...
0
votes
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
votes
1answer
72 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 ...
1
vote
1answer
111 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 ...
0
votes
1answer
45 views

Grants a Higher Texture downsized a better quality than a texture with the downsized resolution?

if i use a texture in a game with a resolution of 128*128 for a tile which is actually 64*64 on screen and both textures show the same image just in different resolutions. One in 128*128 and one in ...
1
vote
1answer
42 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
vote
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
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 ...
5
votes
1answer
75 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 ...
3
votes
1answer
2k views

Why can't I add a float4 read from a Texture2D.Sample in the Vertex Shader?

These lines work (compile fine): float4 offset = HeightMap.Sample(HeightSampler, input.Texcoord); input.Position.xyzw += float4(0, 1, 0, 0); These do not (any use of offset together with ...
1
vote
1answer
66 views

How do I make parts of a texture transparent in Max?

I am applying an eye.psd eye-texture to my character model's face, but the results aren't what I'm expecting. Here's what it looks like (Observe the eye on the right. Ignore the other one.): The ...
0
votes
0answers
36 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 = ...
0
votes
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
37 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 ...
5
votes
1answer
187 views
1
vote
0answers
96 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
32 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
142 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 ...
3
votes
2answers
990 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 ...
16
votes
3answers
6k 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 ...
0
votes
1answer
87 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
149 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 ...
1
vote
0answers
32 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[]> ...
3
votes
3answers
69 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 ...
8
votes
1answer
624 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 ...
2
votes
1answer
100 views

Total Texture memory size iOS / OpenGL ES

My team is running into an issue where the amount of texture memory allocated via the glTexImage2D is high enough that it crashes the app ( at about 400 MB for iPhone 5). We're taking steps to ...
0
votes
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 ...
1
vote
2answers
121 views

XNA How to change the sprite texture to white color

as the title, how can i do to take the sprite to white color here is some example, turn to follows image and my game planform is XNA now, and developed winphone game thanks for reading!
0
votes
1answer
69 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 ...
0
votes
1answer
70 views

Algorithm for texture blending modification

Im currently writing a terrain editor for my game (for the record: no commercial intentions) and after having implemented the terrain morphing to my liking im now working on the texturing of said ...
6
votes
4answers
3k views

Batch conversion of PVR to JPEG (or similar)

The command line PVRTexTool works very well for getting textures into a PVR format, but I need a way of going the opposite directions. Does anyone know of a good command line tool (or GUI with a batch ...
4
votes
2answers
5k 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
0answers
37 views

LibgGDX drawing two seperate Textures in FrameBuffer

So I am trying to combine multiple TextureRegions in to one by using a FrameBuffer. This works extremely well when the TextureRegions originate from the same Texture object/file but as soon as I try ...
2
votes
1answer
282 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 ...
1
vote
1answer
175 views

Unity3D: terrain object's textures flickering on long distances

I'm making RTS project on Unity3D. I created terrain with Unity's standard Terrain tool, and added textures of grass, mood etc. on it. Then, for creating "man-made" objects of terrain (roads, ...
3
votes
1answer
101 views

Desaturate texture using mask in OpenGL 2

I have a very large texture i am using as background and i want to apply a filter to a small part of it, the "small part" is defined by the alpha layer of another texture i have (which is still ...
1
vote
0answers
87 views

Making game textures from sample images - legal/copyright question [closed]

TL;DR version: Can I use samples from images online in a commercial game project? Hello, I have been learning to use blender and have gotten quite decent at making models and applying textures, but ...
3
votes
1answer
98 views

How can I animate characters' static-geometry eyes?

Here's a Nintendo example: Specifically, the animation of the pupils seems not to animate the geometry. How is this done?
1
vote
0answers
155 views

Is it reasonable to use a 2D texture as a lookup table in GLSL

I need a lookup table in a shader. The input values would be color values and the output other color values. Something like: uniform float lut[256]; color = vec3(lut[int(color.r*255.)], ...
0
votes
1answer
58 views

How does Texture2D.GetData return coloured pixels?

I'm trying to work out how the pixels are stored in the returned array but I'm not having a lot of luck (and thus my calculations don't seem to be working). I realize that the pixels are stored in ...
0
votes
1answer
146 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 ...
1
vote
1answer
115 views

Vertex shader in OpenGL/GLSL - transformation of the interior of a textured quad

I have a LWJGL project and ran into a problem with a vertex shader I wrote. In my scene I am rendering a map whose ground consists of rectangular tiles. On top of that there are other objects (I used ...
0
votes
2answers
484 views

Material tiling and offset in unity

Ambiguity: What exactly is the difference between Tiling the material and Offset of material? Need to do: I need the material to be repeated n times on the object where I need to set the value of n ...
0
votes
2answers
64 views

Best way to detect if vec3 is between vec3(x) and vec3(y) in glsl

As titled I am sampling from a texture and if the color is somehow gray [vec3(.8), vec3(.9)] and an uniform is 1 I need to substitute that color with another one I am not a glsl veteran but I am ...
5
votes
2answers
3k views

How can I prevent seams from showing up on objects using lower mipmap levels?

Disclaimer: kindly right click on the images and open them separately so that they're at full size, as there are fine details which don't show up otherwise. Thank you. I made a simple Blender model, ...
2
votes
2answers
109 views

Texturing a mesh generated from voxel data

I have implemented the Marching Cubes algorithm to display an isosurface based on voxel data. Currently, it is displayed with triplanar texturing. I'm working with unity, so I have a material with the ...
1
vote
0answers
56 views

XNA HLSL UV Mapping

I was testing my hlsl lighting shader, I've copied it from a tutorial and it works perfectly, but all the meshes in the model needs to have texture coordinate, I guess this is because this part: ...
0
votes
0answers
49 views

OpenGL Textures have distorted colors on some android devices

I am uploading loading images as textures to GLSurfaceView. The resulting textures look perfectly fine on some devices, on others the appear completely distorted. This is what it looks like on a ...