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

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0answers
56 views

Slick2D fails to load small textures

I'm trying to load a small 32x32 png texture using Slick2D, however it doesn't seem to render correctly. What's odd is that larger textures do load correctly. The 32x32 texture I'm trying to load: ...
1
vote
1answer
248 views

Unity 5 - Textures look strange in Deferred Rendering

I've created an exterior terrain scene in Unity 5 which features lots of trees and grass but some textures look awful and I'm wondering why. Please see the attached image: This texture problem is ...
-1
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1answer
157 views

Create YUV texture for GL_TEXTURE_EXTERNAL_OES format

0 down vote favorite I need to create a yuv texture for GL_TEXTURE_EXTERNAL_OES format. source : ...
1
vote
0answers
68 views

Texturing Cubes

How can I texture a cube that is able to rotate in x,y and z direction in pure Java? Here is what i have tried: package main; import java.awt.Color; import java.awt.Graphics; import ...
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votes
1answer
50 views

Luminance 'y' value of surface texture

For my opengl video player app, I am using surface texture bound to GL_TEXTURE_EXTERNAL_OES source : ...
0
votes
1answer
73 views

Unity LineRenderer custom reapeted Texture with margin

I have a LineRenderer, which has 1 dot as texture, which is repeated over the whole line. Now I want to know, if there is some way to give this dots a margin, so that I can make the gap between them ...
0
votes
1answer
45 views

Unable to load two enemies with same pic in sdl2

I have loaded two enemies(with the same pic) into my game. However, when I draw them onto the screen it only draws and animates one enemy, instead of two. I can't seem to figure this out. Here is my ...
0
votes
0answers
53 views

How to properly use a 3D texture in OpenGL 4?

I working on a student project which consists to make clouds volumetric rendering and implement the feature in an existing engine based on OpenGL 4 and written in C++. To do so, I have set a compute ...
0
votes
0answers
36 views

Tilemap not rendering properly

I'm making a single-screen scrolling platformer (OpenGL/SDL) and I've made a tilemap out of a 2D array, pre-sized with variables of the LEVEL_HEIGHT and LEVEL_WIDTH. Each element in this 2D array ...
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0answers
6 views

Is there a way to make spritesheet from file with many sprites? [duplicate]

If I have a spritesheet that already has all the sprites laid out, is there a way to automatically break up those sprites and make an atlas out of them? I tried loading the image into TexturePacker ...
4
votes
2answers
2k views

How to load a png file without alpha premultiplying in ios?

I am making a game in which I use the alpha value, in some cases for transparency, in others for occlusion, and for HDR in others. I'm loading the images like this (this is MonoTouch, but objective-c ...
2
votes
2answers
1k 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 ...
0
votes
0answers
19 views

How to integrate a dresser with movable drawer in UE4?

I modeled a dresser in Maya. Right now it is divided in 19 objects. The drawer faces are copy and have their own unique place in the UVs and the knobs and back drawers are instances and are stacked on ...
0
votes
0answers
28 views

Should all textures be power of 2 in SDL2? [duplicate]

I come from Gamemaker background, and I know that anything you give Gamemaker is put onto a texture page that is power of 2 size, but I am now making an SDL game engine and I am wondering, should all ...
0
votes
0answers
19 views

LWJGL use only a part of a (blend-Map)

I have the following problem in my game: I created my terrain by an heightmap and a blendMap (for the color). The problem is, that now, when i made the terrain really big, i have a big performance ...
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votes
1answer
33 views

Any reason not to combine an AO Map and Cavity Map into one texture?

If an Ambient Occlusion Map is for mapping shadows based on closeness of neighboring geometry, and a Cavity Map is for mapping smaller shadows based on angle or distance, then is there any reason not ...
1
vote
1answer
68 views

Libgdx, TiledMap, and tearing

My TiledMap tears when the window is specific sizes, resized, or the camera moves. The tileset is padded by 2px and have tried as high as 10px. Each tile is 70x70. Here are the pack.json ...
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0answers
621 views

How to fix artifacts when using equirectangular 360 panorama photo on sphere

I have a equirectangular 360 panorama photo. I tried to use it as a texture for a default Unity Sphere. The image had artifacts/visible seams, especially near the "poles" of the sphere (north pole and ...
0
votes
0answers
28 views

Getting texture data manually with proper alignment

I was building a simple D3D12 app which load and display an image on screen. As you are aware, D3D12 has no calls like CreateTexture2D which we have in D3D11 so that this process has to be done in ...
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0answers
87 views

Unity 5.3 Asynchronous Texture Upload in C#

I want to load textures asynchronous in C#. I heard it that it is possible to do it in Unity 5.3. However documentation doesn't mention how to do it in C#. Does anyone have an idea how it works? ...
1
vote
1answer
42 views

Blender to Unity, Specular Hardness/Smoothness Texture

In Unity there's a parameter for specularity (both modes) - Smoothness... I don't know what it corresponds to in Blender. You can bake two specularity maps: color and intensity, and at first I naively ...
13
votes
3answers
2k views

How can I create my own sky maps? [closed]

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

Textures created with Photoshop show up with a white border

All of a sudden, I started having this problem. I've used libGDX + Photoshop before and never had this problem. One of my textures is showing up with a white border/glow around. The texture is the ...
0
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1answer
45 views

Draw a Texture to fit a rectangle

I would like to draw a texture in a rectangle that is smaller than the texture, normaly the texture will be scaled to fill the rectangle, which results in a squished image. I want to draw it to fit. ...
3
votes
1answer
61 views

Maya/Unity - See through models

I've recently modeled my character inside Maya; here's an image. The first thing I noticed whilst creating my model is that the models could be seen through source 1, after doing a little research ...
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votes
2answers
99 views

How to display multiple textures with OpenGL without a texture atlas

I tried to dig into OpenGL a bit to use in 2D games (mainly because of shaders). There are multiple tutorials out there showcasing how to display and blend textures, and that's fine. But i haven't ...
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votes
0answers
52 views

Stretching or distortion of texture on 1 face

Trying to master basic texturing using Substance Painter in a MODO to Substance Painter to Unity workflow.In the attached image you can see some pixel stretching along 1 face.(click to zoom in) The ...
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votes
0answers
100 views

Box2d - Texture lagging and flickering

I'm having issues with texture rendering in my game. I've done a lot of research and repeated the same steps of tutorials over the internet to render and update Sprite positions properly. Somehow, ...
1
vote
0answers
25 views

How to set a specific face's texture color in Unity?

First off, let me describe my situation... So I'm building a voxel engine based on this tutorial. I'm using my own texture tilesheet. Most of the tiles have their own color except grass, leaves, and a ...
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vote
0answers
65 views

Texture gets blurry when moving Box2D body

I'm having this issue that is very annoying. Somehow the texture of the player body is getting blurry and leaving a slight trail with its colors when moving it. The interesting fact is, this only ...
0
votes
1answer
67 views

OpenGL texture 2d array won't render with depth > 1

Below code uploads my texture memory that's described in the passed parameters. When 'vPixelData' only holds 1 item/texture it is rendered properly, but once there's 2 or more nothing shows up. ...
0
votes
2answers
56 views

Using sourceRect or cropping out a Texture 2D to draw? MonoGame/XNA

I was wondering what is the best way to draw textures (for performance). Using the sourceRectange in the spriteBatch.Draw() call and just draw the whole spriteSheet, or crop out every texture on the ...
0
votes
0answers
43 views

How to make a texture not stretch?

I have made two textures in Photoshop. I applied one of the textures to the sides (one to each side, in the Unity editor) and the other one to the top and bottom sides. However when I extend the ...
0
votes
1answer
563 views

When should I set a texture as a shader resource in order to read it?

I'm writing a Direct3D 11 HLSL shader with SharpDX. What I want to do is write the depth to a texture in one pass and read it in the next one. After declaring the texture, do I have to set the depth ...
3
votes
1answer
60 views

How do I control texture appearance based on game play events?

In an FPS I am developing, I am procedurally altering the appearance of textures based on game play events, and would like to know if the way I have implemented this was a good idea. Right now, on ...
0
votes
0answers
44 views

Wrap Mode: Scale and Position Anywere

I am trying to write a shader in Unity that allows me to place my texture anywhere on the UV. Picture this for a second, if you add a texture on a square plane, the texture gets either stretched to ...
0
votes
1answer
54 views

C++ OpenGL More textured objects equals less FPS

So I'm creating a game engine with many features, last time I focused on textures. When I finished implementing some new code (Made by myself) I created new Entity with texture, and it was working ...
1
vote
1answer
128 views

Monogame scale/resizing texture without stretching the borders

I would like to scale or resize my texture2d but when I do it, the texture border becomes stretched. Here's an example : This is my original texture And this the texture after I change the Scale: ...
1
vote
1answer
111 views

How can I make terrain texturing look detailed both close-up and far away?

I attempting to make my game have very detailed textures, and in general look pretty. However, I'm having some issues with that. Let's take a look at a rock texture close up: Picture. As you can ...
1
vote
0answers
40 views

Awesomium custom surface scroll

I have a custom Awesomium::Surface implementation, and I need to create a Scroll function for it. The function asks me to manually move some pixels of my texture by the indicated X and Y offset. How ...
0
votes
2answers
287 views

libgdx texture edge blending problem

I have two completely white bitmaps here: They're there, trust me. When I put one on top of the other and scale them down with TextureFilter.Linear I get this: How do I get rid of the dark ...
1
vote
1answer
86 views

Drawing texture with smaller size results in pixelated image, even after applying filter

Can someone please help me resolve this issue. I've tried searching myself and the common answer suggested is to use a TextureFilter. I've tried doing that multiple times but nothing works. My png ...
2
votes
1answer
152 views

Libgdx problem while converting TextureRegion to Pixmap

I'm developping a Tile base game where I have to generate transition tiles. To do so, I have a method that generate those tiles from 2 existing one and 1 "filter tile". I use this method to make a ...
0
votes
2answers
411 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 ...
2
votes
1answer
93 views

LibGDX: Do I have to dispose a texture if I load it from AssetManager?

AssetManager manager = new AssetManager(); manager.load("texture1", Texture.class); manager.load("texture2", Texture.class); manager.load("texture3", Texture.class); //And so on... And then I load ...
1
vote
1answer
42 views

MonoGame, sprite to rectangle

I'm bucking the trend and working with MonoGame in VB2015, please don't tell me how brilliant C# is and how I ought to learn that, I really can't be bothered, and all the }}{}{{{}{ drives me insane!! ...
4
votes
1answer
89 views

Should texture regions sizes be power of two?

Is it advisable for my individual texture regions inside this texture to be power of two, or that won't make any difference? I've read on several places that it's recommended to use power of two ...
2
votes
1answer
707 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. ...
1
vote
1answer
107 views

Seams between tiled textured cubes

I've created a textured cube in Blender, which I have uv-mapped like this: The tiles are 256x256, and I've mapped the coordinates exactly at the edges (e.g. x: 256, y: 512). I then export my model ...
0
votes
1answer
74 views

How to map square texture to triangle?

I want to find the texture coordinates for point P. I have the vertices of the triangle and their corresponding uv coordinates. The numbers in the little squares in the texture represent color ...