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

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2
votes
1answer
52 views

Comparing the images

I have a drawable, which I want to compare to. I created a drawable object with it, and when I log it with toString, I get: android.graphics.drawable.BitmapDrawable@41f95548 I am randomly selecting ...
1
vote
1answer
1k views

3ds max render to texture in PNG

Using 3ds Max 2012, I've been able to use the "render to texture" function to successfully bake my lighting. The only problem is that these image files are always output to TGA files. I need PNG ...
0
votes
0answers
24 views

Layout is different?

I know that layouts can look different on different screen sizes, but I didn't take that into account when I made this layout. So, it is designed for normal screen size, by default, and my phone ...
0
votes
0answers
19 views

SketchUp Models Not Rendering Correctly In Unity

I needed to create a city so I downloaded an asset "Buffalo City 1980" .skp file, opened it in SketchUp, exported it to .obj (worst output), .fbx and .dae (much better). The collada file at least ...
4
votes
1answer
325 views

Can instantiated objects have different material/texture?

While I have some experience with simple 2D games, I am new to more process-demanding 3D games. One basic question that has been concerning me recently and for which I am having difficulties to find a ...
39
votes
7answers
25k views

Why are textures always square powers of two? What if they aren't?

Why are the resolution of textures in games always a power of two (128x128, 256x256, 512x512, 1024x1024, etc.)? Wouldn't it be smart to save on the game's file size and make the texture exactly fit ...
0
votes
0answers
43 views

Framebuffer texture shows as blank white when rendered after TrueTypeFont

I have a working framebuffer class. However, when I render out the framebuffer after rendering text with Slick2D's true type font class, it is completely white. Below is all of the classes that are ...
10
votes
2answers
9k views

Glass Material for Unity 5

Anyone know how to make a glass material in Unity 5? I can do metal and image textures, but not sure how to create a glass material. A search on Google would not get me anything for Unity 5 so it ...
5
votes
1answer
962 views

Spherical fractal noise generator in shader

I have a growing sphere in space, and I thought of having a procedural generated texture over it. Since it is growing, I thought a fractal would be a great choice, because more details would be ...
1
vote
0answers
24 views

Ericsson compression for normal and bump maps

how does ETC2 fares when compressing normal maps and bump/height maps? Since we are talking about using an algorithm created for visual fidelity, applied to vector and numerical data ⃰ I'm quite sure ...
1
vote
1answer
23 views

Is it necessary to use texture filtering if I use texture coordinate system?

I have one question about using texture filtering. It's clear when I used normalized texuture coordinates (in any API) for example from (0,0) to (1,1) it is necessary to use texture filtering because ...
0
votes
1answer
263 views

(LWJGL) Exporting Textures with JarSplice [duplicate]

I have another game that uses rectangles instead of textures which works fine. When I run it I get this error: Microsoft Windows [Version 6.1.7601] Copyright (c) 2009 Microsoft Corporation. All ...
0
votes
1answer
219 views

OpenGL won't interpret attributes correctly when trying to apply textures

I'm going through open.gl tutorials. I'm at the point where I want to apply textures. The tutorial first introduces texture coordinates to the vertices[] array, and then adding the corresponding in, ...
0
votes
2answers
95 views

Unity C#: strange texture/sprite problems

I've been making a gallery style shooting game, like something you'd find at a carnival, with ducks to shoot. I'd made the game and it was all working fine. However opening it today, it doesn't look ...
0
votes
1answer
214 views

How do I render a PNG image with OpenGL?

I have an image (100×200 px) painted with Paint.NET and saved as a .png with 32-bit color depth. How can I render it using OpenGL 1.1 (with the LWJGL binding) or higher inside the display? I tried ...
2
votes
4answers
334 views

How can I scale up sprites but maintain visual quality?

I am using WebGL. I have an isometric grid which contains tiles. Some have 'tree' sprites on them. If I have my tree sprite loaded from a texture with a fixed resolution, when I zoom into the grid ...
2
votes
1answer
74 views

OpenGL not rendering textures

i'm using OpenGL 2.1 with SDL2.0 and i'm trying to render a texture, using this steps: load the image: Image* image = new Image(); image->image = SDL_LoadBMP(path.c_str()); if ...
1
vote
0answers
42 views

glTextImage2D with GL_UNSIGNED_BYTE giving weird results while with GL_FLOAT just works, driver bug?

Update: OK, not being able to see the textures loaded by FreeImage was just one of the common mistakes when using modern OpenGL. My texture loading code did not set GL_TEXTURE_WRAP_S/T and ...
3
votes
2answers
48 views

SDL2 not rendering larger texture to smaller texture

With SDL2 I created texture1 of 28800 x 28800 which contains a drawing of a grass background all over the texture. Then I created texture2 of 2880 x 1620. Then I set the render target to texture2. ...
1
vote
1answer
118 views

How to fix texture edge artefacts?

This issue has been annoying me for a long time now and even after reading a lot of articles about it, I am still unable to fix the issue. First, to my setup. I'm using LWJGL for a 2D project, ...
2
votes
0answers
119 views

OpenGL textures make very low fps

I loaded some textures just one time before I go to my mainloop(glutMainLoop). I am using SDL for the texture loading. However, when I compile, my game is running at 6-10 fps. When I don't load the ...
1
vote
2answers
115 views

OpenGL SDL Texture doing really weird things

I am trying to render a .png image to the screen using C++, SDL and glut. This the texture I made using paint This is what I get on the screen: Does anyone have an idea what could cause this? ...
2
votes
1answer
77 views

Texture Not Rendering in C++ SDL OpenGL(glut)

I don't understand why my texture("texture.bmp"), is not showing on the screen. Please help me. The whole drawing function: ///HERE EVERYTHING IS BEING RENDERED void Main::display(){ int ...
1
vote
1answer
243 views

Android OpenGL and non premultiplied textures

As I understand it; by default all bitmaps will will get the alpha channel premultiplied in Android if loaded using BitmapFactory. My setup: I have a 32bit bitmap(.bmp) where the alpha channel has a ...
1
vote
1answer
25 views

GL_INVALID_OPERATION in glGenerateMipmap(incomplete cube map)

I'm trying to learn OpenGL and i'm using SOIL to load images. I have the following piece of code: GLuint texID = 0; bool loadCubeMap(const char * baseFileName) { glActiveTexture(GL_TEXTURE0); ...
1
vote
0answers
112 views

Cube map or 2D texture map

I'm trying to map quadsphere with COBE spherical cube (CSC) projection in OpenGL (wanna map planets). I managed to create a 2D texture and it works well except seams at edges. Then I learned that ...
2
votes
0answers
65 views

SDL2 SDL_CreateTexture returns pointer to existing texture

I have an initialized renderer in SDL2 that works fine. I create some textures from images using SDL_CreateTextureFromSurface and store them in a vector. Afterwards, I create an empty texture so as ...
1
vote
0answers
24 views

Best way to load multiple TextureRegion from multiple bitmaps in AndEngine

I've seen a lot of examples of AndEngine usage where some bitmaps are mapped into some TextureRegions and loaded into an Atlas. But what if I have a lot of bitmaps, where each bitmap is a sprite ...
1
vote
0answers
38 views

Textured trapezoid in Monogame DirectX

I'm working on a 2D game, so most of the graphics are sprites. However, some elements are drawn using trianglestrips in Orthographic projection. The thing is that I can't do a 3D projection because ...
3
votes
0answers
40 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 ...
1
vote
0answers
24 views

How i can have Pressed texture on object in zbrush

i tried to have texture on object in zbrush that i succeeded but is not Pressed example a basic mesh that have simple texture is 4Mb it is not good for me. my problem is when i want apply texture on ...
1
vote
1answer
59 views

Texture not working on object

I have a project that I'm having a bit of trouble with. Let me try and explain. In short, I'm trying to apply a texture to an object, but instead it is a solid color. I built a building in "Autodesk ...
1
vote
0answers
132 views

combining multiple materials into one material (Unity)

I am confused with how should I texture my character. I am using blender for modelling. And while my model is too complex I dont want to use uv map techniuqe. I can get what I need with using ...
7
votes
1answer
153 views

What is the optimal texture size?

I recently added a texture packager to my project that will pack a certain amount of textures into a single one, like this: So for example this one is 582x1023 pixels in size. The goal of adding ...
2
votes
1answer
35 views

Texturing curves in blender

Im making a tree in blender with the sappling add-on, i've already textured the leaves, i want to know how to texture the trunk with a bark texture. Im using cycles render. Thanks in advance. :)
1
vote
1answer
32 views

Texturing in blender

I am texturing a tree in bender using the sappling add-on, when i put the tree bark texture (which is saved as .jpg) the texture looks stretched and wierd, ive used "Use UV for mapping" on the curve ...
3
votes
2answers
1k views

Need to produce an animated texture of Water where each image tiles in all directions

I need to produce a 2D 'animated' texture of "water" for a game in which each image tiles in 'all' directions, much like those produced by the Caustics Generator, but with the power and flexibility of ...
2
votes
1answer
50 views

Check if .dds texture is gamma-corrected

How can I check if .dds texture is gamma-corrected? It seems to be gamma-corrected since after manual gamma correction in fragment shader image is too bright. But I wanted to be sure.
7
votes
2answers
7k views

Repeat texture in libgdx

How to fill region with repeated texture? Now I'm using next method: spriteBatch.begin(); final int tWidth = texture.getWidth(); final int tHeight = texture.getHeight(); for (int i = 0; i < ...
1
vote
2answers
57 views

SDL_LoadBMP into glTexImage2D results in scewed colors

I read up on this but i can not find the error. Some suggest switching the format from RBA to RGBA but the surface data says it is 3 byte data. Here are snippets and results of my source. Loading ...
1
vote
0answers
118 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
vote
1answer
99 views

Libgdx are textures off screen rendered?

Let's say that my code looks like this: OrtographicCamera camera=new OrthographicCamera(); camera.setToOrtho(true, 100, 150); SpriteBatch spriteBatch=new SpriteBatch(); ...
0
votes
0answers
30 views

How to disable LockTexture for new level in unity?

i am building a game consist of 8 level. I use the following script to switch next level. But when i unlock a level the Lock Texture still remain in the window. I want to remove the lock texture when ...
4
votes
1answer
239 views

Mapping a 3D texture to a standard hollow-hull 3D model

I have 3D models which are typical hollow hulls. If such a model also had a 3D volumetric/voxel texture map then given a point P inside such a model, I'd like to be able to find its uvw coordinates ...
-1
votes
1answer
45 views

Is is better to have multiple smaller or one big polygon

My game has some kind of minecraft (voxel) graphic and I have the opportunity to decide whether I want to render multiple smaller polygons or one big polygon. Which is better for performance?
0
votes
1answer
17 views

LightMap not working properly

I've made a chips bag model for my game: http://imgur.com/JcumRF4 And I textured it like this: http://imgur.com/wpyeACZ and I googled on how to make lightmaps all of them say "Smart UV project" ...
0
votes
1answer
46 views

Issue creating a dynamic seemless cube map

I have a function for building a cube map, given a location in space. I also have a system for displaying cubemaps (either loaded from images or given as a texture handle), and they work fine and are ...
1
vote
1answer
63 views

How do I store an FBO'S as a cube map?

As of late I've been trying to implement Cubemaps in my engine, and have managed to get the rendering side of them working. Currently, I'm trying to implement a function for creating them, but I ...
1
vote
2answers
54 views

How to preserve generated textures in XNA?

My game generates small "minimaps" for each room you go to, which are rendered onto render targets then stored in textures and displayed on the world map. When the game is saved, each new minimap is ...
3
votes
1answer
62 views

How can I create random noise that is seamless across modular game assets?

Does anyone know how I can create a texture for a modular tile, such that when the tiles are arranged, random weathering effects such as scratches will be continuous across seams? An example photo ...