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

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0
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0answers
26 views

How do I use a tilesheet?

I have a texture which has lots of textures on it. But when it comes to tiling how does this work? As the UV space tiles anything within the 10 by 10 space. But if you have lots textures within that ...
0
votes
3answers
647 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 ...
1
vote
0answers
45 views

Alpha blending is too smooth

I got the exercise to create a color map from a heightfield and given normals with alpha blending. Therefore I have to blend 4 textures (deep-flat, deep-steep, high-flat, high-steep) depending on the ...
0
votes
3answers
194 views

Is there a way to scale a texture via GPU rather than by CPU?

For my game that I'm developing I want to have my cards dynamically drawn so if there is any changes done to them it could be drawn on the card itself. What I have currently is that the cards are ...
1
vote
1answer
158 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
0answers
101 views

Unity changing texture of RawImage from code

I have a UI element, RawImage, which I would like to change the texture of based on which random number between 1 and 6 is generated. I want to change the picture of the dice, but I don't know how ...
1
vote
0answers
79 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
2answers
84 views

How would I create classes for each map tile instead of using a tmx? LibGdx

I am making a top down style game using LibGdx that I want to be randomly generated each new game load. I already have the algorithm to generate the array for what tile should be what. But i'm ...
0
votes
1answer
133 views

Unity 5 - Texture/Material rendering issue

I am working on a Minesweeper clone that started as a Unity 4.6 project and ended up as a Unity 5 project. I have cube objects that use Legacy Shaders/Diffuse. I am new to Unity 5, so I am not fully ...
2
votes
2answers
96 views

How can I load textures in Unity and keep them between scenes?

I have some textures that are used in multiple scenes and I want to keep them in memory to speed up load times between scenes. I know about Resources.Load, but does that always keep it loaded? If a ...
2
votes
2answers
224 views

How to deform 2D tileable texture in XNA/MonoGame

I'm looking for a way to deform tillable texture in a 2D game I'm building using MonoGame but I'm not sure how this effect is called and searching the internet for "deforming textures" gives me mostly ...
1
vote
0answers
48 views

How to extract the texture from an image onto a mesh?

(preamble: I think this fits either here or SO with computer vision tag, I chose gamedev because I think you guys are probably really good with textures and meshes, but tell me if my decision was ...
2
votes
3answers
225 views

What's the best way to organize small textures in OpenGL?

What's the best way to organize small textures in OpenGL—having them all in a big texture and selecting them with texture coordinates, or using individual OpenGL textures? Until recently, I used to ...
1
vote
0answers
40 views

Browser game - small models with tileable textures vs one big model and one big texture

I am few years behind in terms of browser capabilities. I plan to combine 3D with pixel art, and I am going to use Unity to make a browser based game. I have made a stage that is one model and has ...
0
votes
0answers
43 views

Create Plane or Quad with size set to fit dynamically-loaded texture

I'd like to load a texture image (at runtime, from web, not stored in Asset folder anywhere) and apply it to a plane (or quad, etc.) so that the plane is the same size, in pixels, as the texture. I'd ...
1
vote
1answer
46 views

Modern OpenGL Texture Displaying Incorrectly [closed]

I've been working with this code and have simplified it to the most basic form possible, and even then I cannot get a texture to display properly at all. Here is the code: ...
0
votes
3answers
59 views

Problems Animating Texture in OpenGL

I'm trying to animate a texture to scroll a static screen for a television, however I'm having some issues. Just translating within the texture matrix animates all textures in the scene which is ...
1
vote
1answer
33 views

Model texturing not seamless at certain zooms? (C# XNA)

I found a very odd glitch with my game this morning. XNA doesn't render certain textured models properly, while other models are completely unaffected. And it's not even like my models are made ...
9
votes
5answers
4k views

What's the difference between displacement mapping and height mapping?

What's the difference between displacement mapping and height mapping and what is the connection to adaptive tessellation?
0
votes
1answer
66 views

Texture rotation inside a quad

How can I rotate a texture inside a quad without rotating the quad? Here's the code but I'm rotating the whole quad here. glBindTexture(GL_TEXTURE_2D, texName5); glMatrixMode(GL_TEXTURE); ...
-1
votes
1answer
193 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
2answers
65 views

How to use TextureArray's Pre-OpenGL 4.2?

I've been using TextureArray's in my current Project; However, I have come to the problem of OpenGL 4.2 functions not being on the present Mac software when ported over. Due to only version 4.1 of ...
8
votes
7answers
7k views

Library to load images into textures, Linux, C and OpenGl

I am looking for simple, self-contained C library for Linux to load images from files into OpenGL textures. The licence should be quite liberal: zlib, bsd, mit or something. I have found SOIL, however ...
1
vote
1answer
51 views

Problem with textures using DirectX file format in Irrlicht

I'm using Irrlicht 1.8.1, and Blender 2.71 to create my animations. I've just create a simple cube, added a default material to it, and i've mapped a texture to it using UV unwrap, all that in ...
0
votes
1answer
2k views

Bad quality of the sprite in Unity

I need to import a few sprites (background platform and sky) into my game scene but it seems that their quality after importing into Unity is too bad (they are blurred). The original resolution of ...
2
votes
1answer
106 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. ...
2
votes
1answer
2k views

How to achieve anisotropic filtering

I am loading a texture and using glGenerateMipmap() on it to achieve some level of mipmaping. I get different result on nVidia gt 555m, and on Intel HD 3000. The texture rendered by nVidia is not ...
5
votes
2answers
248 views

(Unity) Is there a way to automatically create a material for each texture and assign the texture to it?

I have imported hundreds of textures in my Unity project, and I'd like to create a material for each of them. This would obviously take a lot of time, so how would I go about doing this automatically? ...
0
votes
1answer
50 views

With a Texture Atlas that has 128x128 tiles, how can I use that in Unity3D?

So I've got a working texture atlas that has tiles fitting 128x128. However, I can't quite figure out how to use them. I know it's probably got something to do with ...
0
votes
1answer
36 views

Texture to Painted Vertex Algorithm

I want to generate some game textures into coloured vertex arrays. Is there a known algorithm to transform texture/bitmap data into an optimised vertex array. Much like how the Homeworld skyboxes ...
2
votes
2answers
74 views

Modifying a texture already applied to geometry

I am making glyphs on a wall "glow" by changing how much of the overlay texture (light intensity) is blended into the diffuse map. The basic approach is to capture the diffuse map into a render target ...
1
vote
2answers
197 views

Application of classes with critical non-static fields in LWJGL [closed]

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
0answers
25 views

Block LOS tool texture triggered with door. Source engine, Hammer editor

I have problem with tool texture Block LOS. https://developer.valvesoftware.com/wiki/Tool_textures I want to use on doors, triggered when door is opened/closed, but I can't find right documentation. ...
2
votes
1answer
37 views

How can I prevent seams when attempting to create a skybox for Unity5?

After following the documentation for how to create a skybox, seams are appearing around all sides of my 6 textures (sorry for faintness of image): There are no active lights in my scene. What am I ...
1
vote
2answers
768 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 ...
0
votes
2answers
1k views

Do rendered-to-textures need to be bound when being drawn to?

In OpenGL, if I'm rendering to a texture using a framebuffer, do I have to have that texture bound while I'm rendering to it? In code: glBindTexture(...); glTexImage2D(...); glBindFramebuffer(...); ...
2
votes
1answer
53 views

Mapping Coplanar Vertices in 3D space on to a 2D Plane

Say I have a plane specified by a normal vector and point on the plane. I want to specify a 2-D co-ordinate system that lies 'across' the plane, and then use that to find the 2-dimensional distance ...
1
vote
2answers
62 views

Is there a difference in the time taken to load one texture instead of many?

Is there a difference in the loading time of 16 256*256 textures versus a single 1024*1024 texture? Specifically for level loading time?
0
votes
1answer
164 views

Memory game - texture on cards

I'm new with Unity and I'm working on recreating memory game. I found this sample: http://xtasestudios.com/unity/samples (select "Memory"). I decided for C#. I've created my own card in Blender, ...
0
votes
0answers
20 views

Problem of textureRegions display after display two screens

I have a texture display problem, knowing that they display correctly in the desktop project and before packer textures. but once I packed textures, they still appear in the first screens((enuScreen ...
0
votes
0answers
31 views

texture2D wont render in webplayer Unity

I have an app that is pulling from a webcam and receiving from one on another computer. It takes the frames and does facial detection on them and draws a rectangle around it. This simple app works ...
0
votes
2answers
376 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 ...
0
votes
0answers
53 views

DirectX My texture does work in my pixelshader

I got a bit of a mystery as I have a problem that should not be a problem. I am working on a fog feature which is similar to other things that I have done. Not very hard at all. The only real ...
0
votes
0answers
67 views

Why are my OpenGL textures warped?

I am writing a graphical program using OpenGL for rendering, Assimp for mesh loading and SDL for window etc, but also image loading. As can be seen in the image, the white outlines at the left of ...
0
votes
0answers
76 views

Terrain texturing problem in cryengine 3 sdk

When I try to paint textures on my terrain, I'm getting the underlying black/white grid thingy. Moreover, I keep losing the color on my terrain every time I load the level. any ideas what I'm doing ...
0
votes
2answers
110 views

How to add a logo to a captured image?

I have a plane which contain a WebCamTexture and a button to capture the image script to capture the image void CaptureAndSave () { Debug.Log (Camera_panel_script.webCameraTexture); ...
0
votes
0answers
32 views

iOS: Texture loading when app is running in background

I have a loading screen to load textures between game screens. The loading process runs on a thread created by GCD with an OpenGL ES context. Everything works fine. Now my game is supporting ...
2
votes
1answer
146 views

Why are Texture2d arrays so expensive? [closed]

I'm building a 2d engine in C# and I have several static sprites that have multiple color variations. Ok, easy enough, I create the Texture2D images at start time, then stuff them into an array, and ...
6
votes
1answer
1k views

Sprite sheet textures picking up edges of adjacent texture

I have a custom sprite routine (openGL 2.0) which uses a simple sprite sheet (my textures are arranged horizontally next to each other). So, for example, here is a test sprite sheet with 2 simple ...
4
votes
1answer
538 views

How do I convert a cube map to an equirectangular projection?

I have a cube map texture showing a surrounding area, which I want to pass to a program that only works with latitude/longitude maps. How can I do this? In other words, I need to turn this: ...