Tagged Questions

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

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0
votes
1answer
293 views

Simple heart container script for 2D game (Unity)?

I'm attempting to create a simple mobile game (C#) that involves a simple three-heart life system. After searching for hours online, many of the solutions use OnGUI (which is apparently horrible for ...
0
votes
2answers
64 views

Best way to detect if vec3 is between vec3(x) and vec3(y) in glsl

As titled I am sampling from a texture and if the color is somehow gray [vec3(.8), vec3(.9)] and an uniform is 1 I need to substitute that color with another one I am not a glsl veteran but I am ...
1
vote
0answers
45 views

HLSL: An array of textures and sampler states

The shader must switch between multiple textures depending on the Alpha value of the original texture for each pixel. Now this would word fine if I didn't have to worry about SamplerStates. I have ...
2
votes
2answers
100 views

Texturing a mesh generated from voxel data

I have implemented the Marching Cubes algorithm to display an isosurface based on voxel data. Currently, it is displayed with triplanar texturing. I'm working with unity, so I have a material with the ...
1
vote
0answers
45 views

XNA HLSL UV Mapping

I was testing my hlsl lighting shader, I've copied it from a tutorial and it works perfectly, but all the meshes in the model needs to have texture coordinate, I guess this is because this part: ...
0
votes
0answers
44 views

OpenGL Textures have distorted colors on some android devices

I am uploading loading images as textures to GLSurfaceView. The resulting textures look perfectly fine on some devices, on others the appear completely distorted. This is what it looks like on a ...
0
votes
1answer
73 views

Opengl ES 2.0: Is there a way to use less resources to draw in-game background texture

1.Should my in-game background be drawn with my game loop renderer, or if 2.I don't want to draw my background image every frame in my main renderer since it could possibly be a heavy job while the ...
0
votes
1answer
66 views

Algorithm for texture blending modification

Im currently writing a terrain editor for my game (for the record: no commercial intentions) and after having implemented the terrain morphing to my liking im now working on the texturing of said ...
0
votes
1answer
36 views

How to texture a VBO?

I'm not sure which way is the best way to do this for my purposes. My purposes being having a textured (with an image) cube. Also, I've been following a blend of tutorials, so I'm not sure which ...
0
votes
0answers
23 views

OpenGL ES 1.0 Create a Trapezoidal perspective scaling on a texture while using Ortho

I am using an Ortho projection to do most of my stuff and i am happy with it since i basically do everything on the same plane, now however i need to create a simple "flip card" effect on an object ...
0
votes
0answers
150 views

How to pass a custom array of data to a shader

I want to know how to pass an array of data (it will be an encoded map, actually) to the fragment shader so I can query it as an array. AFAIK this is sadly not implemented in unity, so I'm looking ...
1
vote
1answer
66 views

Is texture 1D array a valid way to handle object coloring?

I would like to render game UI, and for that I need rectangles. However, since a button could be textured just as well as solid color or (multistop)gradient a problem arises. I would also like all ...
4
votes
1answer
327 views

How can I have 2 different images seamlessly tile with each other?

If I Google for "seamless tile" I can find many great answers to create a single image that will seamlessly tile with itself. GIMP even has a filter that will automatically make an image seamless in 1 ...
0
votes
0answers
49 views

Small detail displacement

Hi I am new here so sorry if the question is wrong somehow. I've implemented displacement with tessellation. I tessellate my mesh in the Tessellation Control Shader and then in the Tessellation ...
0
votes
1answer
99 views

lwjgl and slick util text over textured quad

So, I load a TrueTypeFont like this: private TrueTypeFont trueTypeFont; try { InputStream inputStream = ResourceLoader.getResourceAsStream("assets/fonts/main.ttf"); Font ...
0
votes
1answer
68 views

Clipping text in algorithm

I'm looking for an algorithm that can clip a text ( GUI Mesh text ) when it's length is over 20 characters. The problem is I have one background image(textured plane) (orthographic), where I want to ...
0
votes
1answer
166 views

UE4: Apply texture on landscape based on angle

I am creating a material for my landscape. I know that one could for example use the landscapes heightmap as a mask to apply textures at certain heights, but I want to apply textures at certain ...
0
votes
1answer
106 views

Looking for a full featured C/C++ UV Mesh Unwrapper [closed]

My first question! Is there an open source C++/C piece of code easy to integrate to solve the UV Unwrapping of arbitrary meshes out there ? I would like to use it to build a light mapper or similar ...
0
votes
1answer
112 views

DirectX UV coordinates are flipped

I'm loading a simple model, which is composed of vertices that have position, normal and UV texture coordinates. The thing is, displaying that model using DirectX 9 or 10 shows that the UV ...
2
votes
0answers
92 views

DX 11 Specular Highlights in Deferred Renderer

I am currently implementing a deferred renderer in DX11.1. Right now I am having a problem that I can't seem to crack with specular highlights when I have multiple light sources. I keep a vector of ...
1
vote
0answers
91 views

How to change texture from pvr.ccz in Cocos2d?

I'm using .pvr.ccz file that texturePacker application created for me , I created a Sprite that it's image choosed from this file(.pvr.ccz) like below: CCSprite *mySprite = ...
4
votes
1answer
134 views

cost of texture change vs color change

How would I go about determining the difference in cost between changing the render color of an object every frame vice changing the texture (same sheet, just changing the source rectangle) every ...
0
votes
1answer
82 views

Java Buffers and OpenGL ES 2.0 (Android)

I've been trying to come up with a good solution for preloading textures asynchronously, but in Android with OpenGL ES you cannot create a texture out of context. Would the proper solution be to load ...
0
votes
1answer
86 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
68 views

Blood particles system,join particles

Does anyone know how the particles behave in the following picture? Let me explain,before the particles join they seem to be just simple textures of blood drops with a black border around them ...
0
votes
1answer
70 views

LibGDX - Textures rendering at wrong position

Update 2: Let me further explain my problem since I think that i didn't make it clear enough: The Y-coordinates on the bottom of my screen should be 0. Instead it is the height of my screen. That ...
0
votes
0answers
213 views

Android - OpenGL ES 2 - Cube with different texture in each side

I need to create a 3d cube, with a different texture on each side. Here is my cube class, which my other classes extend: import java.nio.ByteBuffer; import java.nio.ByteOrder; import ...
1
vote
1answer
83 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 ...
0
votes
2answers
101 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 ...
2
votes
1answer
65 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
85 views

Texture Stretching on VBO cube

I'm using JOGL and I'm trying to render a textured VBO cube with glDrawArrays. The cube renders, but the texture is stretched and stripy as seen in the picture above. It seams that changing my ...
3
votes
1answer
212 views

How can I determine the extreme color values in a texture?

I am looking for a way to determine the most extreme color values for all of the texels in a texture. So for a texture consisting only of black and white texels, the extreme values should be (0,0,0) ...
0
votes
1answer
18 views

Animation Texture spread out when animation on 3dsMax

I have a 3d model of a human biped, i did the skeleton and attached it to my 3d model with a skin modifier. But when i move his arms a part of the trunk is comming too . Is it possible to fix this ?
1
vote
1answer
84 views

XNA 4.0 - Car game dashboard lights

I'm making a car game and doing the dashboard part. I'm trying to do the dashboard lights, i've did this changing the dashboard texture, overwriting the texture with the light image over it, example: ...
0
votes
2answers
102 views

Unity Texture Problem

http://www.gfycat.com/FlawedLimpingGrizzlybear http://www.gfycat.com/UnawareQuerulousHawk Every texture and shader has the same problem. It seems like the problem has nothing to do with either. ...
1
vote
0answers
23 views

XNA 4.0 - Model texture transparency [closed]

I'm trying to use a semi transparent texture on a model in xna using BasicEffect, like this: ((BasicEffect)mesh.Effects[0]).Texture = alphaTexture; I've made the texture in code using color class, ...
0
votes
0answers
31 views

vertical lines on texture in libgdx

i am getting vertical lines on my texture even though i tried implementing texture filters,both linear and nearest and still i get the lines.how do i get rid of it? here is the code: package ...
0
votes
1answer
124 views

Re-using one texture for multiple OpenGL Quads

I've been looking over my code and I'm just wondering, when I set a texture for say, 20 quads that need to use the same texture, it seems as though I'm creating a new texture each time...... surely ...
0
votes
2answers
67 views

How to obtain the currently bound texture ID in an openGL ES 2.0 project

In my game, I have: GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texID); Where texID is an integer returned by my setTexture() method. Let's say, in this instance it's 1. When I bind my textures ...
0
votes
1answer
168 views

Projective texturing and falloff

I quite understand how projective texturing works. I implemented successfully a shader for that following nvidia doc. The major problem I'm facing is that with that implementation the projector ...
1
vote
1answer
85 views

Normal Mapping space confusion

I've been reading today about normal mapping. Up to now, the only normal mapping I encountered was with maps already in world space so I just extracted the info from the texture and transformed them ...
0
votes
2answers
244 views

Texturing a VBO cube (JOGL)

I've been having trouble texturing a cube using vertex buffer objects. EDIT: I updated/replaced my shaders to fit the right version. The program compiles and links, but it shuts down java in ...
2
votes
2answers
129 views

Problem draw SkyBox behind my sun - XNA

I try to create a small and simple 3D games on XNA. I recently started to add a skyBox after added a sun in my game with the sample by Microsoft here ...
0
votes
0answers
58 views

How do I dynamically load a smaller texture in Unity based on the screen size?

I have a Unity application on windows phone which is having problems running on small devices because the HD textures are so huge. What is the best way to test and dynamically use a smaller version on ...
0
votes
1answer
49 views

HLSL tile shader

How would I make this HLSL code tile my texture: float4x4 World; float4x4 View; float4x4 Projection; float4x4 WorldInverseTranspose; float4 AmbientColor = float4(1, 1, 1, 1); float AmbientIntensity ...
0
votes
0answers
17 views

Where can I find free graphic 2D resources for vehicles (car, truck, bus, etc) from top view for a top down racing game? [duplicate]

Where can I find free graphic resources for vehicles (car, truck, bus, etc) from top view for a top down racing game? I mean something like:
0
votes
0answers
54 views

Deleteing Textures in Android OpenGL ES 2.0

I'm confused about how to delete a previously applied texture. So, I've applied my texture and am happily rendering it. I decide I want to delete the texture, so this is what I've tried...... void ...
0
votes
1answer
143 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 ...
0
votes
2answers
73 views

Using Smaller Textures in Unity on Older/Smaller devices

In Unity, when you have MipMapping selected, will this cause the full size texture to always be brought into memory? I have a game which runs on high end mobile devices with ultra-high resolution ...
0
votes
1answer
57 views

Which gaming engine can be used for pixel manipulation? [closed]

Here is the gist of where I am going with this. I work for a printer company and basically all of our input files(or output files for virtual printers) are bitmap files. We currently have a tool built ...