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

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2
votes
1answer
95 views

How do I apply a texture over a material in OpenGL ES?

How can I apply a texture over a material? I've set up an object with the following material: GLKBaseEffect *effect; effect.colorMaterialEnabled = false; effect.material.ambientColor = ...
1
vote
1answer
376 views

Why is my Texture becoming slower when it approaches it's destination?

I have a texture drawn on screen. Whenever I click on the viewport it remembers its destination and starts moving towards it, until it is there. This is the code I am using therefore: //Check if ...
7
votes
3answers
191 views

Terrain & Multi-Texturing

I'm using OpenGL (Version 4.4) (and C++ if that matters). I've created a terrain renderer, the terrain is stored as a 3D scalar field (isosurface/voxels). It uses a slightly modified version of ...
2
votes
1answer
89 views

C# XNA - How to create a menu with bools and textures?

I thought I could use bools to be able to select options in my menu. But the options should be textures. To show that an optino is selected I have 2 textures like this: [----Menu Screen----] [ > ...
0
votes
0answers
34 views

Texture visualization problem on camera movement (xna)

I'm trying to move a camera over a model that is used as the floor of the game. When I move the camera, the texture of the model is not showing correctly (video of the problem: ...
0
votes
0answers
29 views

Scrolling/Panning with a repeat texture

Let's say that I'm wanting to pan/scroll a surface from right to left (or left to right, but never mind that for now). I've created a texture and my intention is to set the texture to repeat on X and ...
1
vote
0answers
40 views

LibGDX render sprites in tiled-map format ( convert texture to sprite )

I am creating a game in which till now I have used textures to create A 2D tiled game. I have created a matrix which converts the touch co-ordinates into a array index number and according to that ...
0
votes
1answer
44 views

How to change colors of texture in lwjgl? [duplicate]

I have the following texture: The black pixels are characters, the background is transparent. How do I change the black pixels of the characters to another color? I use this texture as a bitmap for ...
5
votes
1answer
79 views

UV interpolation is wrong with a wide FOV

How should I take FOV into account when interpolating UV coordinates? This picture shows the result today. Everything works fine with a narrow fov, but when I make it really wide, things deviate. The ...
3
votes
0answers
125 views

How do I generate a mipmap for a texture loaded from a stream?

I am loading a Texture2d from a stream: public static Texture2D GetTexture(GraphicsDevice dev, System.Drawing.Bitmap bmp) { Texture2D texture; using (MemoryStream s = new MemoryStream()) ...
3
votes
2answers
157 views

Optimal way to store coordinates of a random point in 3D space in a texture?

A quick question: there is a well-known approach to store 3d point in space in a texture as a distance between camera and an object (deferred rendering). But it implies that the object lies on a ray, ...
0
votes
1answer
47 views

Getting invalid argument error on R32G32B32_FLOAT texture creation

D3D11_TEXTURE2D_DESC texDesc; texDesc.ArraySize = 1; texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE; texDesc.CPUAccessFlags = 0; texDesc.Format = DXGI_FORMAT_R32G32B32_FLOAT; ...
0
votes
0answers
27 views

How can I draw a part of a texture in slick2d?

I know the method for drawing a region of a texture in slick2d: image.draw(x, y, srcX, srcY, srcX2, srcY2); But I have no idea how the texture coordinates work. To draw a region of x:16, y:16, ...
0
votes
1answer
54 views

Shimmering, scrolling/panning a texture

Shimmering I understand shimmering in textures is caused by sub-pixel accuracy aliasing against the regular grid of pixels on the screen when drawn. I have a good example of it here, whereby I'm ...
2
votes
1answer
106 views

What's the difference between Textures and VertexTextures in XNA?

The GraphicsDevice class of XNA has the properties Textures and VertexTextures. What is the exact difference? I don't really understand what MSDN tells me about this. I usually use Effect parameters ...
1
vote
1answer
68 views

Difference between texture arrays and multiple single textures?

I've just learnt that DirectX 10 and above have a feature called "texture arrays". Which, basically, is just a normal array of textures (shader resources) which in a shader is declared like: ...
1
vote
1answer
80 views

How do I flip upside down fonts in FTGL [closed]

I just use FTGL to use it in my app. I want to use the version FTBufferFont to render font but it renders in the wrong way. The font(texture?buffer?) is flipped in the wrong axis. I want to use ...
0
votes
0answers
30 views

Dealing with 2D tiled maps in DirectX

I'm new to DirectX. I'm pretty much to the point to where I can create some sprites and attach textures to them, but I'm not fully cognizant of the entire model of textures and sprites or exactly how ...
9
votes
2answers
671 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 ...
5
votes
1answer
96 views

Best way to organize models with multiple meshes and textures?

I have character models which have different parts, ex: upper body, head, lower body; each part is a separate mesh in the same model. Each part has several textures associated with it (diffuse, ...
0
votes
3answers
112 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
1answer
59 views

Read part of texture using SharpDX

I have a Texture3D. I want to read a part of it from CPU side. (I'm using the SharpDX toolkit (v2.5.1).) My data is always 0, but the output shows no errors. This is the source texture: testTex = ...
0
votes
0answers
66 views

Async Task for splash screen in OpenGL project

I'm confused over the application of an asyncTask for a simple Android splashscreen. I'm talking specifically about within an OpenGL game. Because of the nature of OpenGL, 2 things spring to mind ...
2
votes
1answer
85 views

Unity UV map, tint / change color of texture

I have an array of vertices with texture coordinates for a UV map in Unity: newUV.Add(new Vector2 (0, 1)); // FACE 1 newUV.Add(new Vector2 (1, 1)); newUV.Add(new Vector2 (1, 0)); newUV.Add(new ...
1
vote
2answers
93 views

Howdo I create differently sized texture atlases for different screen sizes?

I am beginning game development and using texture atlases. I've created textures based on the resolution 1920x1080, so I created a 1024x1024 size Texture Atlas for storing multiple graphics. If the ...
0
votes
1answer
67 views

Heightmaps with several textures

I got a full functioning heightmap loader, however I can only use one texture. Now I want to implement more textures (like diffrent textures depending on heights ect, Possibly a structure that makes ...
5
votes
1answer
198 views

With what projection matrix should I render a portal to a texture?

I'm using OpenGL. I have problem with my engine's portal implementation. To create the first portal I do: create a virtual camera with the position of the second portal and the correct orientation ...
3
votes
2answers
258 views

How can I render something like the swirling clouds of Jupiter?

The effect should be as similar as possible to this, though it does not need to be at planetary scale. I was thinking that it could be done offline via particles, perhaps by directing their motion ...
1
vote
1answer
44 views

XNA Textures dissappear when game window is resized

[SOLVED] - See linked post in the P.S. I have a set of Texture2Ds generated in the Load method with this function: Texture Generation: private Texture2D[,] createTextureSet(TileInfo[,] map) { ...
1
vote
1answer
38 views

Repeat or wrap texture (DirectX 9)

Sure there's something I'm missing about wrap/repeat textures in D3D 9. I've tried setting the sampler in the shader, i.e. : sampler DiffuseSampler = sampler_state { Texture = ...
0
votes
0answers
108 views

Sprite Rendering Cost Calculation

First of all asking before asking this question I have already read following post for the clearance of my mind. Sprite Renderer Texture 2D I want to change my background texture as per device ...
5
votes
2answers
126 views

How to make part of the Texture not to be scaled.?

I am new to LibGdx, i was doing one example for my learning and struck with this question, i had searched in google but i am not able to find the answer for this. 1) How to make part of the Texture ...
2
votes
1answer
88 views

How to work with smaller intermediate textures in OpenGL and GLSL?

I'm working on a project rendering water simulated through smoothed-particle hydrodynamics (SPH) with a non-photorealistic look to use in games. In the actual stage of the project everything about ...
0
votes
1answer
177 views

Ogre: Light not reflecting correctly

In my Ogre 3d scene I have an empty box, and within that there are three small cubes. The camera is also within the box, facing the three small cubes. The user can move and rotate the camera with the ...
1
vote
2answers
84 views

pre-rendering light on texture based on bump map

Using a gray-scale bump-map and N sources of colored light, what is the algorithm to render the light on the textured surface, assuming I have the angle(s) and distance of each light source? (I am ...
0
votes
1answer
194 views

Can I programmatically generate textures in java?

Is it possible to programmatically generate textures in Java, textures that could then be used to cover in game objects?
3
votes
1answer
108 views

How are Volumetric Effects made within games? (e.g. Smoke/Fire)

For computer generated volumetric elements such as clouds, fire, and whitewater. How are they made? Is it just a simple collection of particles [put to pixels] taken from Physics equations or are the ...
3
votes
2answers
370 views

What does changing GL_TEXTURE_WRAP)_(S/T) do?

I am working through some beginner OpenGL tutorials, and the current one teaches how to apply a texture to a simple rectangle. The tutorial states tells me to set the texture parameters ...
2
votes
1answer
545 views

Heightmap and Textures

Im trying to find the "best way" to apply a texture to a heightmap with opengl 3.x. Its really hard to find something on google because tutorials are olds and they're all using different methods, im ...
0
votes
1answer
106 views

Problem with Texture Array and billboards [closed]

It's my first post here. My name is Bruno and I'm from Brazil. I'm trying to learn DirectX 11, and I'm using Frank Luna's book. The problem is that he uses the Effects Framework to do everything, and ...
2
votes
1answer
72 views

Texture mapping a complex object on openGL ES

I dont have much experience with openGL ES (or openGL), but i do get the general idea of texture mapping, which is each vertex should be mapped for the relevant UV coordinates of the texture we choose ...
-1
votes
1answer
36 views

problem with texcoord at post effect (quad rendering)

I have this shader: float4x4 View; struct VS_INPUT { float2 Position : POSITION; float2 TexCoord : TEXCOORD; }; struct PS_INPUT { float4 Position : SV_Position; float2 TexCoord : ...
-1
votes
1answer
38 views

Combine textures with coordinates [closed]

Is it possible to add one texture to another texture, at specific coordinates? Like if I want to add a small texture(16x16) to big texture (1368 x 768) with coordinates ( 100, 100) so the small ...
0
votes
1answer
43 views

Triangular grid and rendering to a texture (Direct3D 11)

Is it possible to render vertex data from a triangular grid into a texture with a same size (i.e. 3x3 vertices to 3x3 pixels - each pixel is representing one vertex)? Consider following situation. I ...
0
votes
1answer
59 views

Textures not displaying. Problem with fragment and vertex shaders

Hi i have newbe question. I am sending to gpu textures unit and they dont display. This is simple version of my fragment and vertexshader. (More complicated version also dont work with other textures ...
0
votes
1answer
86 views

why is my OpenGL texture transparent?

I have a terrain in OpenGL, and two textures which I am combining using GLSL mix() function. Here are the textures I am using. Now I am able to combine and mix these two textures, but for some ...
2
votes
1answer
200 views

Paint with soft brush (logic)

During the last few days I was coding a painting behavior for a game am working on, and am currently in a very advanced phase, I can say that I have 90% of the work done and working perfectly, now ...
2
votes
1answer
107 views

Generating mipmaps for volume texture

Does texconv from DirectxTex support generating mipmaps for volume textures? If not what are the other alternatives? I am asking because I have tried to create the mipmaps by using textconv.exe -m 3 ...
1
vote
1answer
130 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 ...
18
votes
4answers
8k views

What are 3D textures?

Google has failed me, I could not find anything informative. So perhaps GameDev can :). What are 3D textures? When are they used? Performance costs? How are they stored? I have many vague ideas, ...