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

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6
votes
4answers
257 views

Keeping sprites nice and pixelated

How do I keep the sprites in my game nicely pixelated on screens of all sizes and resolutions? I use nearest-neighbor texture filtering when resizing pixels, but this works well only at really high ...
1
vote
1answer
45 views

Missing texture coordinates for channel 0 Fbx and XNA 4.0

I'm getting this error while trying to load a model in XNA 4.0 : Error 2 The mesh "transform1", using SkinnedEffect, contains geometry that is missing texture coordinates for channel 0. The model ...
0
votes
1answer
74 views

Texture organization and budgeting for a HD Sprite Based Game [closed]

I've been making a game that features 2 traditionally animated playable characters, hd backgrounds, props, and extra special effect animations. Things have gone well so far, but I have a few questions ...
1
vote
1answer
64 views

XNA: “TextureCoordinate0” missing, but I'm not using textures

I'm trying to create a voxel game using XNA, but I'm getting a somewhat bizarre error when calling DrawIndexedPrimitives(): InvalidOperationException was unhandled The current vertex declaration does ...
3
votes
1answer
247 views

XNA windows phone release black textures [closed]

i just made a 3d game in XNA for windows phone 7. I build it in release mode on visual studio 2010 and suddenly when I run game there is no textures on models - 2 models are black and one is ...
0
votes
0answers
48 views

How to evenly add textures to objects in Three.js?

I'm trying to add simple textures to my game in Three.js but I can't figure out how to evenly map textures to differently sized objects. This is how my textures look at the moment: The textures ...
1
vote
0answers
80 views

How do I fill a shape with a texture in Libgdx?

I am making a 2D racing game. I want to fill the area of the ground object with a texture. I have the shapes of the ground (a Box2D shape). If I make images of the ground with textures, it uses a lot ...
4
votes
2answers
3k views

What does changing GL_TEXTURE_WRAP)_(S/T) do?

I am working through some beginner OpenGL tutorials, and the current one teaches how to apply a texture to a simple rectangle. The tutorial states tells me to set the texture parameters ...
0
votes
0answers
55 views

Libgdx: ModelInstance texture is not rendered on Java8

I have project based on opengl, libgdx framework. It's impossible I think, but when I switch my project from Jdk1.7 on Jdk1.8 I have problem with rendering model's texture. I have no idea how language ...
1
vote
0answers
108 views

How can I use a texture as a font in Unity3D

I am making a game in unity and I am trying to make a custom font for showing numbers. I created a png with the numbers, turned it into a material and added it to a custom font object. I set up the ...
0
votes
0answers
70 views

Flickering Textures

I have downloaded an FBX and its textures and imported them into my project. The problem I have is that the textures are flickering very much in my current scene whenever I move the mouse. I have ...
0
votes
0answers
119 views

Update DirectX 11 Texture Created in Unity Asynchronously in the Native (c++) Plugin

Sorry for the long question :D tl;dr version :) Is it possible to update DirectX 11 textures created in Unity asynchronously in a native plugin (C++)? I've written a plugin that retrieves data from ...
0
votes
1answer
75 views

My texture blends into one single color (DirectX11)

First thread on gamedev stackexchange. I am currently creating a cube with a single texture on each side. I got my cube up and running. But when I apply my texture, I get this: It blends the ...
1
vote
2answers
1k views

How do I choose an optimal texture size for a mobile Unity game?

I am developing a 2D game with Unity2D for Android, iOS, WebPlayer and maybe for desktop computers. I think the working resolution of my game is 1280*800. How do I choose the optimal size of ...
1
vote
1answer
138 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 ...
0
votes
0answers
126 views

Does Unity's “Compression quality” affect ETC2 compression?

In Unity I am using "Advanced" texture options on Android with ETC2 8-bit compression. There is an option for "Compression quality" as described here: ...
0
votes
0answers
71 views

When camera moves the textures move and rotate

I recently followed the tutorial at PaulsProjects on shadow mapping. After finishing the tutorial all of my textures seemed to have vanished, then I moved my camera and the texture reappeared. But the ...
1
vote
0answers
48 views

Sprite framework binding multiple textures

In an attempt to batch render as many quads (sprites) as possible, I'm instance rendering a single unit-sized quad and passing in a buffer of per-instance data that includes width/height, texture ...
1
vote
1answer
58 views

Is it possible to look up a texel from a texture in GLES2 GLSL framgent shader without using sampler?

Is there some way I can directly access texture memory from fragment shader in GLES2 GLSL? I don't need the sampler to be involved since I am just using it as a look-up table.
3
votes
1answer
102 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?
6
votes
1answer
2k views

Why do my images take 200 MB of RAM when they are ~20KB on disk?

I am creating an Android game using libGDX. When I load my nine images it takes 200 MB of RAM. But the images are 10 to 17 KB each. Why the discrepancy? Here is where I create textures from those ...
3
votes
2answers
188 views

Rasterization Rules and States

This thread directly concerns lightmap generation; however, indirectly, the rasterization of polygons by the GPU. I am currently generating lightmaps using a pixel shader. To the shader I send 3 ...
1
vote
1answer
152 views

Basic terrain shader without using external texture

I have this: (Right now I have the height map in a x*x size 2D array and a 1D vector too.) What I am trying to achieve is something like this: Without using any textures, only plain colors. So ...
0
votes
1answer
112 views

Building a unity game without textures? [closed]

For a school project I have to build a unity game. Since the focus is on programming and building the game and not on creating graphics (we are supposed to find free models/textures online) I'm trying ...
1
vote
1answer
122 views
0
votes
0answers
31 views

How to get textures for my buildings? [duplicate]

I have decided to make my own game but i have one problem.So i want to create my own city but realized that i need textures.How i can make textures for my city buildings?I've been thinking about going ...
1
vote
0answers
134 views

OpenGL Bump Map — Texture artifacts ?

I am learning OpenGL (and learning the math behind it) and I'm making a simple OBJ viewer, nothing fancy. I have diffuse, specular and ambient light/texture working fine and now I am implementing the ...
0
votes
2answers
71 views

Getting the correct texture from an Atlas

I'm writing an OpenGL ES (2.0) app and have a custom Quad class which draws a textured quad for my sprites. Currently, I put the textures of any sprites of the same size into a single file or atlas, ...
3
votes
4answers
882 views

How can I view an R32G32B32 texture?

I have a texture with R32G32B32 floats. I create this texture in-program on D3D11, using DXGI_FORMAT_R32G32B32_FLOAT. Now I need to see the texture data for debug purposes, but it will not save to ...
0
votes
0answers
58 views

Scaling UDK landscape material

I have been following some guides off this site, more specifically the "Random Tiling Masks: Randomize the texture mapping to reduce tiling" section and I have run into an issue regarding scaling of ...
0
votes
0answers
24 views

How can you duplicat folders and not share old dependencies in Unity?

I have a folder with some prefabs, materials, textures, FBX, etc. My Prefabs refers to FBXs and Materials in this folder. Can I clone this folder in a way that it will save those local dependencies? ...
0
votes
1answer
122 views

“_SRGB” suffix for BC texture format doesn't result in sRGB-to-linear correction at sampling

I am working on a 3D engine as a hobby (Direct3D 11). Currently I am trying to implement sRGB -> linear -> sRGB color space conversions via texture formats with "_SRGB" suffix. So, my textures are ...
1
vote
1answer
136 views

Voxel engine/vertexes: how to add more and more different textures during game runtime and change some of the blocks' faces?

It's difficult to ask this, but I'll try. The thing is: I asked before somethings about creating ramps and blocks with vertexes. [I'm using C#/XNA.] Explanation: now I got a chunk that has blocks ...
0
votes
1answer
49 views

Grants a Higher Texture downsized a better quality than a texture with the downsized resolution?

if i use a texture in a game with a resolution of 128*128 for a tile which is actually 64*64 on screen and both textures show the same image just in different resolutions. One in 128*128 and one in ...
1
vote
1answer
78 views

How can I fill a Color[] from a Texture2D given a Rectangle in SharpDX?

I used to fill a Color[] using XNA's Texture2D.GetData<T>(int, Rectangle?, T[], int, int) method, but there doesn't seem to be an equivalent overload on SharpDX's Texture2D. Anyone know how I ...
1
vote
1answer
83 views

Design question: best way to model and visualize a long grid of data [closed]

Perhaps some noob questions for a scientific application that you can assist with: I am trying to render a large, evenly spaced grid of data in 2D. The full data set dimensions could be anywhere from ...
0
votes
1answer
123 views

Why does changing texture change it for both objects? [duplicate]

I have two identical objects in my Unity scene. When I change the texture of one, the texture is changed on the other, almost as though the first one is a prefab. Why is this happening and how can I ...
5
votes
1answer
147 views

Texture is black when manually building mipmap

I am trying to manually build a mipmap from a series of images. For the sake of brevity, let's assume the file containing the images I want (from 256x256 to 32x32) have paths file_1...4. What I do ...
3
votes
1answer
2k 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 ...
1
vote
1answer
119 views

How do I make parts of a texture transparent in Max?

I am applying an eye.psd eye-texture to my character model's face, but the results aren't what I'm expecting. Here's what it looks like (Observe the eye on the right. Ignore the other one.): The ...
0
votes
0answers
58 views

Load different grayscale images into the same texture

I have a series of images loaded as data1 = stbi_load_from_file(file1,&width,&height,&comp,1); data2 = stbi_load_from_file(file2,&width,&height,&comp,1); data3 = ...
0
votes
0answers
42 views

How to render many regions from the same texture using UV mapping?

I tried to apply some things that look like a "texture atlas". I would like to load 1 big texture which includes many small textures, my goal is to render each texture separately. I tried to use UV ...
0
votes
0answers
62 views

FPS drop after moved from Textures to TextureAtlas in LibGDX

I've started using LibGDX some time ago and I was making a test project to get used to this library. I've created some images and added them to the assets folder and loaded each image as a Texture ...
5
votes
1answer
313 views
1
vote
0answers
152 views

How can I texture a large terrain mesh in OpenGL?

I want to apply a texture to a large terrain mesh in my game. I think that it is just not acceptable to have a gigantic UV map spanning over 4096 x 4096 pixels. What's a better way to apply a texture ...
1
vote
1answer
62 views

texconv produces texture with same size using BC1 or BC4

According to msdn, the BC1 block compression format is for images with 3 color channels and 1 bit alpha channel and the BC4 is for images with 1 color channel and no alpha. Using the same RGBA input ...
1
vote
2answers
301 views

How can rotate a 2D textured quad in legacy OpenGL immediate mode?

I have a texture of a tank, and I want to it appearance on the screen depends on its current direction, so I decided to use rotating texture functions of OpenGL. I followed some advices through Google ...
3
votes
2answers
2k views

SDL2 sprite batching and texture atlases

I have been programming a 2D game in C++, using the SDL2 graphics API for rendering. My game concept currently features effects that could result in even tens of thousands of sprites being drawn ...
16
votes
3answers
7k views

How does Megatexture work?

I've been thinking about developing a small engine not only to develop small experimental games, but also to serve as a base to test various rendering techniques and things like that. Right now I've ...
0
votes
1answer
173 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 ...