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

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5
votes
2answers
3k views

Unity: how to apply programmatical changes to the Terrain SplatPrototype?

I have a script to which I add a Terrain object (I drag and drop the terrain in the public Terrain field). The Terrain is already setup in Unity to have 2 PaintTextures: 1 is a Square (set up with a ...
3
votes
2answers
138 views
+50

Update Sprite Sheet

Every time I overwrite my sprite sheet with additional or updated sprites, I have to reattach the textures to all of my Animations and Sprite Renderers. How can I update a sprite sheet without ...
1
vote
2answers
56 views

Modifying a texture already applied to geometry

I am making glyphs on a wall "glow" by changing how much of the overlay texture (light intensity) is blended into the diffuse map. The basic approach is to capture the diffuse map into a render target ...
4
votes
1answer
425 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
1answer
380 views

How do I convert a cube map to an equirectangular projection?

I have a cube map texture showing a surrounding area, which I want to pass to a program that only works with latitude/longitude maps. How can I do this? In other words, I need to turn this: ...
2
votes
1answer
38 views

How to save file in assets so it can be properly loaded in Android Studio?

I am following a guide on creating a replica of Flappy Bird. - http://www.kilobolt.com/day-6-adding-graphics---welcome-to-the-necropolis.html The step I am having trouble is loading the texture from ...
1
vote
1answer
60 views

What's wrong with my method of getting intermediate rendering to my postprocessing shader?

I'm working on a project in OpenGL. Earlier this week, I successfully implemented Deferred Shading, but I'm not sure how to pass the information from the Deferred Shader to the Post Processing Shader. ...
1
vote
1answer
165 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
vote
1answer
409 views

LWJGL SlickUtil Texture Binding

I am making a 3D game using LWJGL and I have a texture class with static variables so that I only need to load textures once, even if I need to use them more than once. I am using Slick Util for this. ...
0
votes
1answer
167 views

NGUI Texture Background Font of Sprite

I am new to Game Development and using NGUI plugin free version. There are few sprite images in my game. I made them prefab and instantiated at runtime. then I created NGUI Texture and Made it ...
0
votes
1answer
74 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 ...
0
votes
1answer
531 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
129 views

2D RGBA texture is gray in GLSL shader

I have a shader to perform LUT coloring of a texture and a c++/c# programs that call it which work perfectly when i use a 1D texture. Since i need to support computers that don't support the 1D ...
0
votes
1answer
548 views

Getting a pixel of Sprite at the cursor position in Unity

Summary: I've been trying to figure out a way to use simple box colliders as a nice and efficient "first pass" collider. For the "second pass", I want to check that the area clicked has an alpha value ...
0
votes
1answer
535 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
1answer
119 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
1answer
248 views

When should I set a texture as a shader resource in order to read it?

I'm writing a Direct3D 11 HLSL shader with SharpDX. What I want to do is write the depth to a texture in one pass and read it in the next one. After declaring the texture, do I have to set the depth ...
0
votes
1answer
2k views

Normal mapping for Android and iOS

I'm making a mobile game for Android and iOS on Unity. At the moment I am researching and designing the technical aspects of the game. Since it is not plausible to use highly detailed models for ...
0
votes
1answer
2k views

Rendering Texture Quad to Screen or FBO (OpenGL ES)

I need to render the texture on the iOS device's screen or a render-to-texture frame buffer object. But it does not show any texture. It's all black. (I am loading texture with image myself for ...
0
votes
1answer
275 views

problem adding bumpmap to textured gluSphere in JOGL

I currently have one texture on a gluSphere that represents the Earth being displayed perfectly, but having trouble figuring out how to implement a bumpmap as well. The bumpmap resides in ...
-1
votes
1answer
94 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
164 views

Texture doesn't draw correct

I'm writing a game using SFLM and Opengl but when I create a terrain i got some OpenGl problems. I use heightmaps to generate a terrain but when I load the texture on it the texture is not correct ...
-2
votes
1answer
94 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 ...
-2
votes
1answer
224 views

Tile engine Texture not updating when numbers in array change

I draw my map from a txt file. I am using java with slick2d library. When I print the array the number changes in the array, but the texture doesn't change. public class Tiles { public Image[] tiles ...
-3
votes
1answer
168 views

How to shoot lasers from Ship(XNA)?

I want a code which allows me to shoot multiple lasers from my Ship. Its a 2D game and the laser TEXTURE2D moves in a straight line. My Solution: I use List<> class of my Laser Class. ...
0
votes
0answers
29 views

Rectification of an image by using texture projection

I need to rectify an image with texture projection on GPU (GLSL/shaders), do you have any resources/tutorials/insights to share? I have the 3D pose of the camera that created the image and the image ...
0
votes
0answers
72 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
0answers
46 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
240 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 ...
0
votes
0answers
52 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
0answers
351 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 ...
0
votes
0answers
52 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
0answers
67 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
0answers
100 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
0answers
46 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
0answers
54 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 ...
0
votes
0answers
79 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, ...
0
votes
0answers
107 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 ...
0
votes
0answers
34 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
0answers
80 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 ...
0
votes
0answers
46 views

Easier way to clip a spritesheet

I have been learning OpenGL slowly for the past few weeks through LazyFoo's tutorials, and I've come to the texture clipping section. I think his explanation is fine, but not quite enough for me to ...
0
votes
0answers
56 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 ...
0
votes
0answers
135 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
0answers
88 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 ...
0
votes
0answers
221 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 ...
0
votes
0answers
139 views

Texturing Custom Meshes/Terrain?

Here's the scenario: I procedurally generate terrain on the fly, creating an isosurface which is an overlay on top of a scalar field of data points. These underlying data points are basically voxel ...
0
votes
0answers
134 views

Overlay partially transparent texture onto another, but not the background

I'm using XNA and C#. I have two shapes (texture2ds), and I want to overlay shape 2 (50% transparent square) over shape 1 (opaque circle), but I want to get Option B, not Option A. I basically want ...
0
votes
0answers
324 views

HLSL Triplanar texturing and multi texturing performance

I'm stuck for my terrain rendering shader code for DX9. I'm looking to implement triplanar texturing, a texture atlas, and blending between different textures. Right now it's working. The problem is ...
0
votes
0answers
315 views

How to add render able Texture in Unity 3d for iOS

I want to render an image on texture which should be stuck at one point, not stuck with Camera. I don't know how to accomplish this task because I started unity a week ago but I want to do this task ...
0
votes
0answers
212 views

2D Textures are shown through objects in front of it(OpenGL)

I am learning to use pyglet and learning about applying 2D textures to planes in pyglet. When I apply the 2D texture to the plane it works fine. When I make multiple objects with the same texture , ...