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

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0
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3answers
184 views

Optimizing Texture Text Rendering?

I have an implementation currently that stores each letter as it's own separate texture, usually only a couple pixels in width and height. So this has some problems as i am unable to do a batch ...
0
votes
3answers
163 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 ...
6
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 ...
1
vote
2answers
58 views

Proper use of texture units

I'm a beginner using OpenGL v3.3 on C# with SharpGL. I have a simple scene with a Skybox and some OBJ Models. Both the skybox and models have multiple textures. Currently what I do is that I load all ...
1
vote
2answers
129 views

How can I scale sprites and maintain visual quality?

I currently have an isometric grid. This grid contains tiles. Some of these tiles have 'tree' sprites sitting upon them. If I have my tree sprite loaded from a texture with a fixed resolution, when I ...
0
votes
2answers
120 views

libgdx texture edge blending problem

I have two completely white bitmaps here: They're there, trust me. When I put one on top of the other and scale them down with TextureFilter.Linear I get this: How do I get rid of the dark ...
0
votes
1answer
139 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
165 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
1k 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
841 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
336 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
309 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
169 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 ...
-1
votes
1answer
110 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
171 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
107 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
225 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
182 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. ...