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

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6
votes
2answers
3k views

Rendering multiple textures on a terrain in XNA / C#

I am working on a terrain in XNA/C#. My intention is to be able to render multiple textures on the ground across the terrain. However, all tutorials like this are only capable of doing it with about ...
6
votes
4answers
8k views

How much memory does a texture take up on the GPU?

A large png on disk may only take up a couple megabytes but I imagine that on the gpu the same png is stored in an uncompressed format which takes up much more space. Is this true? If it is true, how ...
4
votes
1answer
2k views

Problem Implementing Texture on Libgdx Mesh of Randomized Terrain

I'm having problems understanding how to apply a texture to a non-rectangular object. The following code creates textures such as this: from the debug renderer I think I've got the physical shape ...
4
votes
2answers
4k views

[Unity] Render an animated texture to a screen

I'm looking for a way to write a typed text on a texture, and then render it on a screen: in the game it's just the screen of a computer where a scientist is typing text on. The texture will be ...
3
votes
1answer
724 views

How can I use a Texture2D larger than 2048 x 2048?

I'm having issues working with a large image. I've read other threads on using images larger than a Texture2D supports, but found nothing that addresses my problem specifically with implementation ...
3
votes
1answer
1k views

Skysphere to Skybox Texture Conversion

I am working on a hobby project and implemented a skybox, no big deal. Now I bought (licensed) a few really nice sky textures. Unfortunately the textures are projected for a skysphere. I could ...
3
votes
1answer
2k views

How do I generate mipmap .png and model .obj files for LibGDX?

I'm playing a bit with LibGDX (OpenGL ES 2.0 wrapper for Android). I found some sample code which used prepared files to load models and mipmap textures for them, e.g., at ...
3
votes
1answer
2k views

Z Order in 2D with orthographic projection and texture atlas

I am working with a 2D game in OpenGL ES and have a question about z-order together with a texture atlas. I am using an orthographic projection because I want pixel-perfect rendering of 2D sprites, ...
3
votes
1answer
235 views

Algorithm for approximating sihlouette image as polygon [duplicate]

Possible Duplicate: Is there any heuristic to polygonize a closed 2D raster shape with n triangles? I want to be able to analyze a texture in real time and approximate a polygon to ...
3
votes
1answer
4k 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 ...
2
votes
2answers
3k views

Texture2D.GetData fails to return pixel colour data

Because I'm using sprite sheets instead of an individual texture per sprite, I need to pass in a Rectangle when calling Texture2D.GetData() in my collision detection for per-pixel tests. ...
0
votes
1answer
578 views

Unity3d iOS build - where are the textures?

First time building and running my Unity3D app on my iPhone and it appears that all the textures are missing. Everything is just a solid block of whatever color I made it. When running in Unity I ...
6
votes
1answer
356 views

Text on a model

I am trying to put some text on a Model and I want it to be dynamic. Did some research and came up with drawing the text on the texture and then set it on the model. I use something like this: public ...
4
votes
2answers
304 views

How do you clean up textures that are too photo-realistic to match the rest of your game assets?

I was browsing for textures online and notice most of it are too photo-realistic and many of them is just photo of real thing. I'm sure there some "cleanup" process for this type of texture using ...
4
votes
1answer
1k views

How to fix odd artifacts at the edges of textures in DirectX 11?

In my DirectX 11 project, when I have textures they have odd artifacts at the edges. I've seen it before and searched online, but I can't find any DirectX examples that I can get to work. You can ...
4
votes
4answers
1k views

How to handle font loading?

I need to display text in my game, who doesn't. I had originally thought that I could just statically render all the text I would need to images and use those. I'm starting to think that is a bad ...
3
votes
2answers
1k views

What causes polygonal twitching in older games?

I'd like this answer large part to curiosity and I'd like to recreate it with our modern computers somehow. By old games I'm referring to ps1 games. My specific example would be Megaman Legends I've ...
3
votes
3answers
4k views

XNA SpriteBatch.Draw with rotation, scaling and origin?

I use a 1x1 pixel 2d texture as source for SpriteBatch.Draw. The texture is scaled and rotated around an origin. The left image is only scaling. The right one scaling + rotation around the origin at ...
3
votes
2answers
8k views

Map and fill texture using PBO (OpenGL 3.3)

I'm learning OpenGL 3.3 trying to do the following (as it is done in D3D)... Create Texture of Width, Height, Pixel Format Map texture memory Loop write pixels Unmap texture memory Set Texture ...
3
votes
1answer
4k views

Why do my sprites have a dark shadow/line/frame surrounding the texture?

I'm starting OpenGL with Apple's GLKit hand I'm having some trouble to get my sprites displayed properly. The Problem is that they all are surrounded with thin dark lines. The screen shot below shows ...
3
votes
2answers
1k views

Importing FBX with multiple meshes in UDK

I need to import into UDK a several amount of FBX models (representing buildings) which are composed by various submeshes (walls, windows, roof...). I need to keep the individual meshes (can't use the ...
3
votes
1answer
3k views

How to create mipmap for Unity3d textures loaded with www?

When I load a texture using the code below: WWW www = new WWW(textureName); yield return www; renderer.material = new Material(Shader.Find("Diffuse")); Texture tex = www.texture; ...
2
votes
2answers
233 views

Replicating no. of sprites without letting the app to slow down and crash

Is it possible that if I'm making a a simple drag-n-drop game, does making a new sprite via constructor with texture as a parameter makes the game slower and depletes more memory until it crashes or ...
2
votes
1answer
757 views

What happens when a texture is too large for a device

The question is two fold: What happens on a device when a texture is too large for it to handle? Will it crash or simply downsize it? In Unity if I use texture atlases of size 4k and then set ...
2
votes
1answer
4k views

Repeat texture in a scrolling game

The bottom region of the screen is filled by a repeated texture: grassTexture = new Texture(Gdx.files.internal("images/grass.png")); grassTexture.setWrap(TextureWrap.Repeat, TextureWrap.Repeat); ...
2
votes
2answers
292 views

Assigning a different texture based on picking

I'm making a game using XNA. I have some simple objects like cube and sphere, and I would like to change the texture of one face of these objects based on picking. That is, when the cursor is over ...
2
votes
2answers
8k views

Xna: Splitting one large texture into an array of smaller textures

I would like to split a large texture into a one dimensional array of smaller textures. How should I do this?
2
votes
2answers
4k views

How do I create a sky box with OpenGL ES 2.0?

Can you give me hint to any good sky box example in OpenGL ES 2.0? I have found only OpenGL and does not work for me. I am doing it this way: Initialization: glUseProgram(m_programSkyBox.Program); ...
1
vote
1answer
2k 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, ...
1
vote
1answer
1k views

SDL render to a texture

I am trying to create a button for my game there are lots of similar buttons so using an image for each one is a bit inefficient. So I want to load an image then copy some text over it and render that ...
1
vote
1answer
1k views

How to create and populate a 2D Texture Arrays in DirectX11

I have generated a bunch of ID3D11ShaderResourceView that are a 2D textures that have a depth map screen shot for my lights shadows. I would like to take all of these textures and put them into a ...
1
vote
1answer
618 views

SDL_Image and typical SDL BMP loading fails completely

been messing with OpenGL and SDL for a pair of weeks. The thing is quite weird. I have been loading a texture from a BMP and using a really easy shader to make it work, and so far it has worked very ...
1
vote
0answers
102 views

Blender 2.6: UV-Matching on Non-Image-Textures

Situation: I want to model a piece of wood in Blender (2.63.0). In order to do this I use a set of Noise and Clouds textures on a brown material. But these textures are warped and shown in the wrong ...
1
vote
2answers
941 views

Making a 2D game with responsive resolution

I am making a 2D game, however I wish for it to be resolution agnostic. My target resolution i.e. where things look as intended is 1600 x 900. My ideas are: Make the HUD stay fixed to the sides no ...
1
vote
1answer
1k views

Multiple textures on a mesh created in blender and imported in xna

I created a cube in blender which has multiple images applied to its faces. I am trying to import the model into xna and get the same results as shown when rendering the model in blender. I go through ...
0
votes
2answers
58 views

reuse texture between quad objects

This question is specific to unity: I want to spawn multiple blocks, each representing a letter. There will be more than one copy of an alphabet. I have a big texture which contains all the letters ...
0
votes
1answer
4k 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 ...
0
votes
1answer
276 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
606 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
132 views

Is it possible to display no white images/sprites when using the latest Android OS?

Was it okay to use Texture.setEnforcePotImages(false) in order to disable conditional width and height pixel size that requires power of 2? I'm planning to sell the game app at Google Play. I want to ...
-1
votes
1answer
127 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
votes
1answer
149 views

Animation: mid-state

At the moment I have a simple static texture. Now I want to animate my sprite. The texture is a simple human. When the user press the enter button, the human gets into state2. This is the standart ...