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

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2
votes
1answer
172 views

Integration of homogenous wave

I have a 2D matrix; each of its elements describes a homogenous coordinate in 3D wave (the values of wave coordinates are changed in time). The wave rendering is done with texture. I need to make an ...
3
votes
1answer
1k views

“Clone” a RenderTarget2D?

I see that some XNA resources implement ICloneable (namely the Effect class) but textures don't. I have encountered a situation where I need to make a complete copy of a RenderTarget2D texture and use ...
6
votes
2answers
2k views

How to handle a huge map?

Generically speaking, how would you handle a huge 2D Map of which only a part is displayed? Imagine the old top-down racing games like Micro Machines. I would know how to do something with a tile-...
6
votes
4answers
4k views

C/C++ code to generate texture coordinates for a curved surface

I have a triangular mesh of a surface curved in two directions, e.g. a sphere. It is therefore not possible to roll this surface flat (essentially specifying a mapping to U,V texture coordinates) ...
0
votes
1answer
300 views

How do you get graphic? [duplicate]

Possible Duplicate: Where can I find free sprites and images? I'm talking about 2D graphic in this particular question. Do you create it, buy it, or..? I tried to develope something stuff, ...
3
votes
1answer
818 views

Why do Pool.Default D3D volume textures take memory from my process?

I am working on a Direct3D rendering application that uses a lot of texture RAM. I notice that if I allocate a Pool.Default volume texture: _texture = new VolumeTexture(device, size.Width, size....
2
votes
2answers
293 views

How to get and copy font bitmap from WinGDI to a IDirect3DTexture9?

I want to get the pixels (or other data) for any character of the available fonts and copy/build them into a D3D texture so I could make some cache of text rendering by mapping only the character ...
9
votes
5answers
5k views

Non-destructive way to edit alpha channel in Photoshop/Gimp image

Looking to make textures for Unity3d, and I'm stuck at what seems to be a simple stage. My goal is to create an RGBA image, with color information for every pixel, and a separate alpha channel. These ...
0
votes
1answer
226 views

How fill gutter using ID3DXTextureGutterHelper interface?

Using UVAtlas (Direct3D 9) Packed charts are separated by a user-specified gutter width. The gutter width is the amount of separation between charts, and allows for bilinear interpolation and ...
2
votes
1answer
169 views

When rendering on two different computers, the texture is glitchy

I am using Ogre3D, and have been using it for a while. Also lately, I have been using the Opengl Rendering system that is included in Ogre, only because Directx will not compile correctly(Will post ...
1
vote
1answer
1k views

Android : Some textures not loading after resuming twice

This is an odd one. When I press home and then restart my game I reload all my textures (checking glIsTexture on the id's first). If I do this once, all textures load as expected, but if I do it ...
1
vote
1answer
857 views

Other procedural material generators for Unity?

In the new version of Unity 3.4, unity announced that they would now support procedural materials (which is awesome, by the way). While I was researching it, I found this in the manual: ...
6
votes
1answer
12k views

Blender - exporting .obj with texture coords

I'm writing a game which uses obj files. I created an object in blender and I applied texture without UV coordinates and my question is: how to export this object to obj file, but with texture ...
5
votes
2answers
1k views

Preventing XNA from anti-aliasing textures?

It appears that if a image is undersized for covering the model it's set to cover, it anti-aliases instead of stretches. How can I control this behavior?
2
votes
2answers
307 views

Displaying 2 textures on the same surface?

I'm messing around with XNA in a very simple Minecraft-esque world I'm making and I'm wondering how I can do the "breaking the block" visuals in XNA. If you're unfamiliar with the game, you begin ...
2
votes
2answers
2k views

What's efficient way to draw a lot of textured cubes in XNA4?

Title says it all. What's efficient way to draw a lot of textured cubes in XNA4?
1
vote
1answer
913 views

Multiple Render Targets not saving data

I originally posted this question on stack overflow, but realised it might be better here. The original question can be found here I'm using SlimDX, targeting DirectX 11 with shader model 4. I have a ...
-2
votes
1answer
287 views

Problem while loading an image for a texture

I have built a slideshow in slimDX and is scrolling a text at the bottom of the images. But I am running through a problem that when my new image is loaded in by the help of Texture.FromFile() ...
5
votes
1answer
2k views

Render to Texture2DArray slices in DirectX11?

I would like to set a slice of a Texture2DArray as a render target in D3D/DirectX11. It's not clear how to do this. What I'm looking for is the DirectX equivalent of glFramebufferTextureLayer(), ...
1
vote
3answers
2k views

Is it possible to batch draw sprites that use different textures without using an atlas?

I've implemented a sprite batch class that uses a sampler array so that I can select a texture to use based on the gl_PrimitiveID. The idea was to be able to draw sprites that use different textures ...
5
votes
1answer
448 views

Line at edge of transparent texture on XNA mesh

I have a mesh that is computer generated with a texture on top of it with transparancy on one side. The SamplerState is set to LinearWrap because I would like the texture to wrap. The problem I have ...
0
votes
1answer
1k views

How to render images/textures in shape/polygon form?

I'm working with SFML right now, and upon finishing the tutorials I still do not know how to give a shape a texture or image -- not just a solid color/outline. The only thing I know can take an ...
4
votes
0answers
167 views

Texture resources [duplicate]

Possible Duplicate: Where can I find free sprites and images? Can anyone recommend any resources for free images that can be used as textures - sky boxes/spheres, dirt, gravel, bark, etc? As ...
1
vote
2answers
3k views

the difference between diffuse texture and ambient occlusion texture

is there any difference between diffuse texture which used in diffuse lighting and ambient occlusion map, or this is the same texture just different naming, because i see it mostly it looked the same?
8
votes
3answers
897 views

What is a good method for coloring textures based on a palette in XNA?

I've been trying to work on a game with the look of an 8-bit game using XNA, specifically using the NES as a guide. The NES has a very specific palette and each sprite can use up to 4 colors from ...
4
votes
1answer
451 views

Suggestions for implementing a dynamic 2D level

I am working on a game that needs a level that is completely generated. Currently my approach is to draw textures for the levels pixel by pixel during the game (in XNA with SpriteBatch). This is too ...
1
vote
1answer
1k views

How do I accomplish fading texture trails in UDK?

I would like to know how to leave a fading texture/material trail in udk. For example (I'm not sure if there is a special name for this effect): A character may leave footprints that fade after x ...
8
votes
1answer
1k views

Procedurally generated terrain map. Blend Transitions between terrain types

The question isn't the greatest wording ever sorry. I have been learning about and prototyping some texture and terrain generation stuff and have run into something perhaps you can help me with. How ...
1
vote
1answer
407 views

Is it a good idea to render many textures into one texture?

I'm making a 2D game with OpenGL. In order to avoid changing the state machine and binding at runtime, I want to make consolidate my textures into bigger textures, for example, taking 4 128x128 ...
3
votes
1answer
2k views

Reusing a render target to create multiple Texture2D's (XNA)

i want to be able to loop through a hole bunch of textures, and render them on an object. I then want the rendered image to be placed onto a texture2D. The point? well hopefully i will end up with an ...
2
votes
1answer
2k views

OpenGLES 2.0: Rendering Multiple Sprites - Texel Corruption

I'm having a tremendous time getting the second (or additional) sprites in my game engine to render properly. The first one always works great: it is positioned and sized properly in screen coords, ...
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 3-...
4
votes
2answers
1k views

How do I draw a portion of a texture onscreen in OpenGL?

I have a sprite sheet loaded as an OpenGL texture, and I'd like to draw a portion of that texture sequentially for animation. Is there an actual OpenGL command to draw part of a texture? I can get it ...
4
votes
3answers
2k views

Skybox textures for our solar system

For a solar system simulation project I'm looking for a good (semi-accurate) set of textures to texture the skybox. I've already found these http://paulbourke.net/miscellaneous/starfield/ and we ...
1
vote
1answer
1k views

Stretching textures for CCSprites in Cocos2D

I'm making a game for iPhone and iPad w/ Cocos2D and Box2D. I scale the size of square objects ("blocks") using a pixel-to-meters ratio depending on the particular device. Can I stretch or shrink ...
10
votes
5answers
5k views

Skybox texture artifact on edge

I have strange problem with drawing skybox texture on Mac. On iPhone everything is going fine. I have tried to change near and far planes value with no success. It is a skybox of six textures, and ...
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; tex....
11
votes
3answers
932 views

How on earth do you get decent color out of 2BPP?

I've been looking into PowerVR textures, and have run into several textures that are apparently 2 bits per-pixel. This, frankly, boggles my mind. How does one get even half way decent color ...
2
votes
1answer
795 views

What are the texture coordinates for a tetrahedron

EDIT This is the WebGL code for initializing the tetrahedron points. You may want to skip to the second code block, because you may be able to answer without this. //Making a tetrahedron with ...
6
votes
3answers
329 views

How to make a hand-drawn squared texture periodic with as little modification as possible?

The obvious part is drawing as periodic as possible, but hand-drawing is impossibly so perfect, so what kind of modifications are possible that do not make the textures loose their hand-drawn ...
2
votes
2answers
9k 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?
10
votes
4answers
981 views

Megatexturing : Evolution from Quake Wars to Rage

I remember John Carmack talking about how they initially used Megatexturing for Quake Wars: Enemy Territory. The technology has since evolved quite a bit in Rage. I was wondering if somebody here ...
3
votes
1answer
3k views

Loading textures in OpenGL makes everything look darker

I don't know what I'm doing wrong but I'm having a big a problem with GL_TEXTURE_MIN_FILTER when loading textures for my scene. I'm doing a skybox, but that's irrelevant because the problem exists ...
3
votes
2answers
831 views

texture distortion at a distance

I produce a strip of quads with texture coordinates to represent a path. My texture is tiled along these quads. When the quad is drawn very small (on my integrated Intel chip) it draws distorted. ...
3
votes
2answers
254 views

Is it ok to use NPOT textures with OpenGL in this situation?

I drew some icons to use on orthographic projection and instead of loading each icon file individually as a texture I thought of putting them all together in one single file. Now I have a file 72x36 ...
2
votes
1answer
4k views

How to properly repeat a texture on a quad in OpenGL?

I'm drawing a quad and binding a texture to this quad like this: #define TERRAIN_WIDTH 2000 #define TERRAIN_LENGTH 2000 #define TERRAIN_WIDTH_2 (TERRAIN_WIDTH / 2) #define ...
11
votes
1answer
524 views

XNA Adding Craters (via GPU) with a “Burn” Effect

I am currently working on a 2D "Worms" clone in XNA, and one of the features is "deformable" terrain (e.g. when a rocket hits the terrain, there is an explosion and a chunk of the terrain disappears). ...
0
votes
1answer
1k views

OpenGL - resize texture when using cubemap

I want to resize my texture. I am using cubemap to compute reflection. I want to use this cubemap to draw skybox. Skybox is drawn but I want to resize texture down, because it is dilated. As I wrote ...
3
votes
2answers
2k views

blending alpha textures in gluOrtho2D

i'm doing a simple game/application with some minimal 2d graphics: png textures and ploygons with standard glVertex calls my setting: glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(0, w, ...
6
votes
3answers
2k views

Common light map practices

My scene consists of individual meshes. At the moment each mesh has its associated light map texture, I was able to implement the light mapping using these many small textures. 1) Of course, I want ...