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

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1answer
69 views

GLSL: Noise via texture

I am trying to access a texture in a fragment shader to overlay this texture over a certain area. varying vec4 v_color; varying vec2 v_texCoord0; uniform sampler2D u_sampler2D; uniform vec4 ...
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2answers
35 views

Multiple colored textures vs Color Overlay

Let's say we're using DirectX 9/10/11. In our game we have a character wearing armor. The armor has 50 different color variations. So, if armor is red, the first method would load the red texture ...
0
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0answers
17 views

XNA alpha channel mask

I'm trying to highlight a portion of the screen, such that the entire screen is covered with a semi-transparent black mask but part of that mask is "cut out", kind of like it's being lit up while ...
0
votes
1answer
73 views

'Dynamic' textures?

I am creating a 3D game in Unity. The main game mechanic involves a large open world area. In various places throughout this world are billboards and other devices that would show 'adverts' etc in the ...
0
votes
1answer
105 views

Pixel Buffer Object (PBO) does not work correctly

I've written a very simple OpenGL application. Its goal is to load a texture and draw it on a plane using a PBO. If I use the function 'glTexSubImage2D' the plane is not textured and the function ...
1
vote
2answers
56 views

Texture2DArray in Directx11 with different formats

I'm trying to create a texture2DArray from multiple of images, each of which has different formats, and I got the following error from the DirectX11 debug layer. D3D11 ERROR: ...
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0answers
39 views

XNA 4.0 displaying .fbx texture problem

Here is my image. I have Steve from MineCraft I exported it to .FBX format. After Googling for a while, I changed sampling mode to PointClamp and turned off anti-aliasing, but somehow the texture ...
2
votes
1answer
53 views

Specular map: What about the specular reflection's highlight' size?

I think I know what a specular map is and what it's used for (here is an example). http://www.rastertek.com/dx10tut21.html One of the models of specularity that are highly popular is Phong. In Phong ...
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votes
1answer
47 views

How to load resources in LWJGL [duplicate]

I've been searching for days. When I export and create my fat jar it loads and disappears. It can't find my images. This is what it all looks like. I used something like this to load them: File a; ...
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1answer
61 views

Do I need to create an HLSL in XNA to display textures without content pipeline

I currently have a jpeg texture stored as a Color array in XNA as RGBA. I also have the vertices of a cube in OBJ format mapped to VertexPositionColor vertex buffer using the VertexBuffer and Indices ...
0
votes
1answer
67 views

(LWJGL) Exporting Textures with JarSplice [duplicate]

I have another game that uses rectangles instead of textures and works just fine. when I run this I get this error: Microsoft Windows [Version 6.1.7601] Copyright (c) 2009 Microsoft Corporation. ...
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1answer
27 views

DirectX9 texture flashing or disappearing

I am learning DirectX 9 and I have these test models in my scene and this weird texture flashing happens. If you look at the bottom of the picture you will see a blue area, that is supposed to be ...
1
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2answers
114 views

Hide part of the GUITexture in Unity

I have a Health Bar in my Unity game and it's implemented as a GUITexture with gradient image from red to green. Now I can reduce it's width from max width to 0, but is still scaled gradient. ...
1
vote
2answers
148 views

Offline texture mipmap generation

I want to generate mipmaps for 2D textures as an offline step. My priority is for image quality, execution time is not a concern. The images will, naturally, always be halved and will always be ...
1
vote
1answer
58 views

How can I scale a subset of my game view during rendering?

I am developing a 2d game which has a lateral panel and a main panel with the scenario. I want to scale the main scenario to apply a zoom (only the main panel portion of the screen). I think if I use ...
2
votes
1answer
142 views

How to display Textures, Buttons, Created with Unity's GUI (OnGUI()) to get displayed behind other objects in Scene

I am making a game in which I am using OnGUI() to make Texture. I want this texture to display behind my Regular 3D objects like cube, spheres in the scene. I have tried and searched but I am unable ...
1
vote
1answer
87 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 ...
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votes
0answers
43 views

MonoGame and pragmatically loaded textures OnActivated [WP8]

I have a custom content format for my spriter animations. Within this format, I have a list of Texture2DContexts that are loaded splendidly upon starting the app with Content.Load(filename); However, ...
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2answers
120 views

2D Rendering in DX11. Texture Storage and Reference

I'm trying to think of the best way to manage textures in my 2D game. First, I am using DX11, so right now my "textures" are just pointers to a ID3D11ShaderResourceView created by ...
0
votes
1answer
107 views

A problem with texture atlasing in Unity

I have the texture below and I need to get rectangular parts from it. I could finally combine meshes of different quads to improve performance, but I with quads of different tilings, this means ...
1
vote
1answer
75 views

Is this Possible to force gameobjects (coliders etc) to get stretched based on the aspect ratio of the screen?

Well with unity3D, I am in big trouble whenever I use sprites. As for textures I compensate for a evener look by Stretching it (Screen.width & Screen.height- that's fine for low end 2D games). Now ...
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vote
1answer
209 views

How do I combine images into a single entity in libgdx?

I've googled this but can't seem to find anything on "concatenating" two images, especially with libgdx. Any ideas?
-2
votes
1answer
106 views

Why is my Snake' tail rendering the wrong sprite? [closed]

I am making a snake game in Unity. The game is simple, using Texture2D to display the head, tail and body parts. I am stuck with this problem: I stored 4 textures (each one for one of the four ...
0
votes
2answers
198 views

OpenGL - How can I make the edges of this textured circle smoother?

I'm building a game and I've applied a certain texture (RAW file) to a circle (GL_POLYGON) in OpenGL. It loads correctly, with the right size and all, but the edges seem a bit jagged and I would ...
3
votes
1answer
75 views

How do I convert a horizontal, panoramic skymap texture into a “dome” version of itself?

How do I convert the following skymap image: into a "dome" version like the one below? I'm looking towards making use of Adobe Photoshop for the task at hand. However, I'm at a loss on what ...
1
vote
1answer
53 views

Is there any way to change texture filtering globally in Direct3D 11?

One of the major changes I have encountered between Direct3D 9 and Direct3D 11 is the new API for setting up texture sampling. In D3D9, it was sufficient to simply set a given value of a given ...
2
votes
0answers
53 views

How can I switch between texture atlases based on the iOS version?

How can I switch between atlases (with different resolutions) in Unity based on the runtime iOS version?
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votes
1answer
111 views

Sprite/Tile Sheets Vs Single Textures

I'm making a race circuit which is constructed using various textures. To provide some background, I'm writing it in C++ and creating quads with OpenGL to which I assign a loaded .raw texture too. ...
0
votes
0answers
63 views

How can I avoid overdraw-related performance issues with alpha blending on mobile platforms?

I'm developing a mobile game using Unity3D. I'm evaluating different methods to give the possibility to the artists of customizing the environment. They need to add some static dirty on the walls and ...
6
votes
1answer
221 views

OpenGL 2.0 - Texture animation with 'pixelated' effect

I'm looking for a way to reproduce the effect I've tried to sketch in the image below with OpenGL ES 2.0. The idea is to let a drop of color fall over a cube which get filled with a kind of ...
2
votes
1answer
148 views

How do I split a texture into differently shaped pieces with libgdx?

I want to split a texture into variously shaped pieces with libgdx, like the pieces of a puzzle game. TextureRegion.split() is not an option, as it splits into equally sized rectangular texture ...
0
votes
0answers
29 views

Bad interpolation with texture in mesh

My mesh looks fine on Blender, but when I export it to my rendering engine (Ogre) the colors seem interpolated, screenshot below. I am using filtering none in my material, so it shouldn't have any ...
0
votes
1answer
90 views

Why do I have to switch T(v) texture coordinates while importing OpenGL to Direct3D?

I am importing my code from OpenGL to Direct3D. My D3DTS_PROJECTION uses D3DXMatrixPerspectiveFovRH, and my D3DTS_VIEW uses D3DXMatrixLookAtRH to set a view equal to OpenGL's view. My question is why ...
1
vote
1answer
198 views

Cocos2D - Fill a Sprite with a pattern

I have a CCSprite with a certain shape in Cocos2D and I would like to fill it with a pattern, as seen here: I've seen a lot of examples where they fill a rectangle with a pattern, or even a ...
0
votes
2answers
863 views

How do I randomly spawn objects in 2D game?

How do I randomly spawn few different sprites on screen so they're not overlapping or half visible on render. The sprites should immediately start shrinking until they disappear. I've tried to ...
2
votes
1answer
71 views

OpenGL: missing GL_SPECULAR light on the texture

I'am missing specular lighting on the texture. I have #include <GL/glext.h> in the project, so basically I used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SEPARATE_SPECULAR_COLOR_EXT); ...
6
votes
1answer
227 views

HLSL - Voxel texturing

I'm currently trying to develop a Voxel Engine using Direct3D 9 and C++. To keep the memory usage low, i'm only passing the position, the orientation and the offset of the current voxels texture in ...
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0answers
56 views

Slowdown in sliding background with Libgdx

I´m new with libgx and i have a basic question. I want an background like an image that repeats indefinetely, and moves down. I did with 2 images and it worked, but the problem is that is very slow. I ...
1
vote
2answers
100 views

MonoGame - 2x2 texture scaling issue

I've just recently switched from XNA to MonoGame and now I've run into something that has never happened to me in XNA before. I've created a 2x2 texture and filled it with a color by doing this: ...
0
votes
1answer
24 views

lwjgl slick textures and glTexParameter

How to make textures fill all area as it is specified? I'm getting small gaps if the texture is smaller than area example: gl_quads setup like these: -1f, 1f, 0, -0.98f, 1f, 0, -0.98f, -1f, 0, ...
4
votes
1answer
294 views

How do I convert a .dds texture to .png bitmap in C#?

This question is from someone who has not written a line of code for games, but several Game Save editors and other game tools. I'm working on a Save Editor and would like to display icons of some of ...
0
votes
1answer
124 views

Transparency in opengl - texture with alpha, color from background [duplicate]

I have to draw texture with transparent areas on square. But I don't want this transparencies to take color from this polygon, but from the background. Do you have any good tutorial to achieve it? ...
0
votes
1answer
93 views

Correct GL settings to mix 2D and 3D rendering

I'm programming a 3D game engine with 2D GUI. The GUI objects have partially transparent textures and the transparency works more or less. The sky color is rendered in transparent areas of the ...
1
vote
2answers
125 views

OpenGL drawing, breaking down triangles

if I want to use no textures in a game (i.e png's), would I just break down my drawing into triangles and combine them the way I want? I found this in Google Images.
0
votes
1answer
77 views

Merging several textures into one using RGB channels

Would it be possible to place a texture into each RGB channel? Example: Red = wood.png Blue = tiles.png Green = metal.png The advantages I could see are saving space, memory and draw calls and the ...
3
votes
1answer
93 views

Applying a noise texture to distort edges

I asked this question over on StackOverflow but then found this site, and it's probably better suited to here. I'm trying to implement Sketchy Drawings. I'm at the part of the process which calls ...
36
votes
1answer
3k views

How AAA games use this texture in the tone-mapping shader?

I found that Battlefield 3 as well as Saint's Row the Third use this texture in their final tone-mapping stage. Can anyone share a link to an article about how this texture is used? UPDATE: As ...
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votes
0answers
40 views

Why isn't my texture changing after calling display list?

I can't bind another texture after calling glCallList. It does nothing. However if I change texture inside the list, it works.
3
votes
1answer
155 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 ...
0
votes
0answers
75 views

How to properly paint terrain - Cryengine

I'm making a game in Cryengine ( just for learning purposes ) and i'm trying to paint a terrain, i've downloaded a free seamles texture then i added it as a layer texture and asigned the mud ...