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

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98 views

Achieving Retro Resolution with HD

I couldn't really find any tips on this (or perhaps I just lack the proper words once again), but I'm thinking about how to get some retro looks (SNES 16 Bit, specifially) using a modern system. ...
1
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0answers
45 views

Guidelines to create textures for materials in Unity3d

I'm facing a problem with realizing particle systems. Following many tutorials including the recent live session everything end up assigning materials to particle to get custom shape ones. What I'm ...
0
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0answers
69 views

How to properly use large texture that is not power of 2?

I'm making a 2D game, rendered using WebGL (using ANGLE, which means that on Windows DirectX is actually used). This is desktop-only game, but would be great to be compatible with integrated graphics ...
0
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1answer
111 views

OpenGL texture seams

I'm atempting to make a game using OpenGL. So far I have loaded an .obj model, and I have generated a terrain as well as a very simple UI. My issue is that it 'seams' (tihi : P) that there are some ...
4
votes
1answer
126 views

How do I check for collision between transparent textures?

I am creating a 2D game using OpenGL. For sprites, I use textured quads (actually two triangles). The texures contain transparent pixels, since objects are not always perfectly rectangular. How do I ...
4
votes
2answers
2k 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 ...
-1
votes
1answer
406 views

How can I set up a pixel-perfect camera using OpenGL and orthographic projection?

I am creating a 2D game using OpenGL and orthographic projection. For sprites, I use textured quads (actually two triangles). I want the pixel art textures for the sprites to be displayed in a ...
2
votes
1answer
96 views

How can I repeat a Texture Region in libGDX

I have a texture that is part of a sprite sheet. I want draw the texture to cover a certain length, but I want it to repeat not stretch. However,when I use the following code batch.draw(hillBottom, ...
2
votes
1answer
852 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 ...
2
votes
2answers
86 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 ...
0
votes
2answers
93 views

“Render” unsigned integer values to texture without clamping to [0,1]

I am trying to render to an unsigned integer texture, with a blending function enable, so that in the end, the value in each texel will be the number of objects rendered on the texel. So I assume I ...
2
votes
1answer
4k views

How to compute tangent and bitangent vectors

I have a texture loaded in three.js, then passed to the shaders. In the vertex shader I compute the normal, and I save into a variable the uv vector. <script id="vertexShader" ...
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1answer
39 views

Cannot Get The Texture Showed Up Correctly glDrawElements

I still have this problem almost 1 month. Tried to search on Google but did not find any solution to this. I have loaded all the data correctly but don't know why the texture came up like this. Here ...
3
votes
1answer
129 views

Texturing in OpenGL, Should texture coordinates be assigned to vertices in the shader?

I attempting to texture 3D models (a cube for example) using ibo’s, with OpenGL in Java. Currently, my textures are distorted. I believe this is because only a single texture coordinate is being ...
0
votes
1answer
372 views

How do I manually make a .pack file like TexturePacker (without using TexturePacker)?

I am using libGDX and apparently the only way I see for creating a UI is with texture packs. I would say that since a texture pack is nothing more than JSON or XML file and a large png I could ...
1
vote
1answer
194 views

Unity5 imported models show no texture

I've got a problem with Unity materials. I'm a beginner- so I used Wings3d for creating 3d models. But there's a little Problem. Both objects on the picture below have the same material(a Standart ...
12
votes
1answer
670 views

How can I stop Substance's runtime texture caching?

Procedural textures with the Substance Engine seem to update very quickly if you turn off caching, modify one exposed variable at a time, modify it frequently, and even then only after you've ...
0
votes
4answers
251 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 ...
1
vote
1answer
316 views

Grayscale color mode texture not rendering in libGDX

I am about to develop a game completely in shades of grey using libGDX and just for testing purposes, i created two textures in photoshop: 2048 x 2048 plain white png image with RGB color mode of ...
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1answer
265 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 ...
7
votes
1answer
110 views

Is quadrilinear texture sampling hardware supported?

If you have a volume texture with mipmaps, GL_LINEAR_MIPMAP_LINEAR texture sampling will perform quadrilinear texture sampling. Is that implemented in hardware like bilinear texture sampling is? Or ...
0
votes
1answer
385 views

CS:GO workshop awp skin scrambles

I was starting make my awp skin, but I was wondering that my skin at CS:GO looks bit different than on photoshop. So I came here for help. I will show just a test skin (fully red). First I was save ...
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5answers
881 views

How to properly pass sprites to a std::vector without destroying the sprite's texture in SFML?

From the official SFML tutorials, The White Box Problem:- "When you set the texture of a sprite, all it does internally is store a pointer to the texture instance. Therefore, if the texture is ...
2
votes
0answers
141 views

LibGDX Android Textures reload other textures, and transparent images get black backgrounds [Pictures]

I have very strange problems with my LibGDX Game in Android - The problem is that sometimes the textures get black backgrounds when they should be transparent, and sometimes when I remove the texture, ...
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votes
0answers
14 views

Texture colour not matching sprite?

As per title, I am unable to get my texture to match the colour of the background sprite. How would i go about alleviating this?
1
vote
1answer
371 views

Java Buffers and OpenGL ES 2.0 (Android)

I've been trying to come up with a good solution for preloading textures asynchronously, but in Android with OpenGL ES you cannot create a texture out of context. Would the proper solution be to load ...
0
votes
1answer
121 views

glDrawElements and Texture Coordinate

I just move on from Immediate Mode and try Vertex Array method using glDrawElements and I got the texture is mess. How to draw the texture correctly? This is a piece of my render code ...
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votes
1answer
157 views

Moving texture OpenGL ES 2.0

I am trying to implement a sprite of 8 columns and 8 rows in OpenGL ES 2.0 I made appear the first imagen but I cant figure out how to translate the Texture matrix in OpenGL ES 2.0 , the equivalent of ...
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0answers
61 views

Slick2d - apply shader

I have a problem. I'm trying to apply a shader to the whole screen. Since I haven't used shaders before I don't know how to pass the texture to the shader. Everything else works... So here are the ...
2
votes
0answers
201 views

Cannot convert bitmap to texture [closed]

I'm doing a little C# / OpenGL project and I can't manage to load textures properly. So here is my texture class : public class Texture { public String Filepath; private int TextureID; ...
2
votes
1answer
163 views

Is it possible to completely avoid copying image data when uploading textures to the GPU on iOS?

I am not a game developer, but I have been doing iOS software engineering for many years. I have a particular interest in graphics and animation, but the finer details are still a little foreign to ...
0
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0answers
28 views

How do I use a tilesheet?

I have a texture which has lots of textures on it. But when it comes to tiling how does this work? As the UV space tiles anything within the 10 by 10 space. But if you have lots textures within that ...
0
votes
3answers
1k views

Why is my texture drawn in a different place when in fullscreen?

I'm trying to draw a texture (with a crescent moon) in the middle of the y-axis: public void draw(SpriteBatch batch) { batch.draw(lune, 0, Gdx.graphics.getHeight() / 2); } It renders this when ...
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0answers
56 views

Alpha blending is too smooth

I got the exercise to create a color map from a heightfield and given normals with alpha blending. Therefore I have to blend 4 textures (deep-flat, deep-steep, high-flat, high-steep) depending on the ...
0
votes
3answers
218 views

Is there a way to scale a texture via GPU rather than by CPU?

For my game that I'm developing I want to have my cards dynamically drawn so if there is any changes done to them it could be drawn on the card itself. What I have currently is that the cards are ...
1
vote
1answer
171 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
0answers
383 views

Unity changing texture of RawImage from code

I have a UI element, RawImage, which I would like to change the texture of based on which random number between 1 and 6 is generated. I want to change the picture of the dice, but I don't know how ...
1
vote
0answers
407 views

How to fix artifacts when using equirectangular 360 panorama photo on sphere

I have a equirectangular 360 panorama photo. I tried to use it as a texture for a default Unity Sphere. The image had artifacts/visible seams, especially near the "poles" of the sphere (north pole and ...
0
votes
2answers
167 views

How would I create classes for each map tile instead of using a tmx? LibGdx

I am making a top down style game using LibGdx that I want to be randomly generated each new game load. I already have the algorithm to generate the array for what tile should be what. But i'm ...
0
votes
1answer
231 views

Unity 5 - Texture/Material rendering issue

I am working on a Minesweeper clone that started as a Unity 4.6 project and ended up as a Unity 5 project. I have cube objects that use Legacy Shaders/Diffuse. I am new to Unity 5, so I am not fully ...
2
votes
2answers
268 views

How can I load textures in Unity and keep them between scenes?

I have some textures that are used in multiple scenes and I want to keep them in memory to speed up load times between scenes. I know about Resources.Load, but does that always keep it loaded? If a ...
2
votes
2answers
308 views

How to deform 2D tileable texture in XNA/MonoGame

I'm looking for a way to deform tillable texture in a 2D game I'm building using MonoGame but I'm not sure how this effect is called and searching the internet for "deforming textures" gives me mostly ...
1
vote
0answers
71 views

How to extract the texture from an image onto a mesh?

(preamble: I think this fits either here or SO with computer vision tag, I chose gamedev because I think you guys are probably really good with textures and meshes, but tell me if my decision was ...
2
votes
3answers
277 views

What's the best way to organize small textures in OpenGL?

What's the best way to organize small textures in OpenGL—having them all in a big texture and selecting them with texture coordinates, or using individual OpenGL textures? Until recently, I used to ...
1
vote
0answers
63 views

Browser game - small models with tileable textures vs one big model and one big texture

I am few years behind in terms of browser capabilities. I plan to combine 3D with pixel art, and I am going to use Unity to make a browser based game. I have made a stage that is one model and has ...
0
votes
0answers
106 views

Create Plane or Quad with size set to fit dynamically-loaded texture

I'd like to load a texture image (at runtime, from web, not stored in Asset folder anywhere) and apply it to a plane (or quad, etc.) so that the plane is the same size, in pixels, as the texture. I'd ...
1
vote
1answer
58 views

Modern OpenGL Texture Displaying Incorrectly [closed]

I've been working with this code and have simplified it to the most basic form possible, and even then I cannot get a texture to display properly at all. Here is the code: ...
0
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3answers
62 views

Problems Animating Texture in OpenGL

I'm trying to animate a texture to scroll a static screen for a television, however I'm having some issues. Just translating within the texture matrix animates all textures in the scene which is ...
1
vote
1answer
42 views

Model texturing not seamless at certain zooms? (C# XNA)

I found a very odd glitch with my game this morning. XNA doesn't render certain textured models properly, while other models are completely unaffected. And it's not even like my models are made ...
11
votes
5answers
6k views

What's the difference between displacement mapping and height mapping?

What's the difference between displacement mapping and height mapping and what is the connection to adaptive tessellation?