A bitmap (raster image) used in a texture mapping process.
1
vote
1answer
184 views
MultiTexturing by neighbouring points textures
Visual example:
I've been trying to understand multitexturing for a while now, I've created a terrain generator but have no need for height just yet and I still want one texture to blend over to ...
1
vote
2answers
320 views
VBO with texture index buffer different than vertex index buffer
I am trying to write my own OBJ importer and renderer in OpenGL (yes, I know, reinventing the wheel) and I found a problem that I don't knwo how to handle.
In an OBJ file faces are defined by a list ...
2
votes
1answer
64 views
Getting an instance of KX_PolygonMaterial in Blender
I've got a question concerning using Python in Blender's Game Engine.
Before I start I want to state that I'm trying to change the color of an object in Blender's game engine. To do this, I'm ...
0
votes
0answers
165 views
Regarding Multisampling of textures [closed]
i am rendering white cube with green background in non default FBO and attaching the created multisampled texture to this FBO. When i render a cube in default FBO using above texture, it gives ...
5
votes
1answer
227 views
How to draw a trapezoid in OpenGL?
The question seems easy, but you simply change vertex positions to match the corners of a trapezoid but it simply fails. I've tried scaling top and bottom edges like this :
but when I apply my ...
1
vote
1answer
98 views
Multisampled Texture
i have some doubts with multisampled textures.
In fragment shader, how to pass multiple samples?
We use glTexImage2DMultisample instead of glTeximage2D. so, how to upload texture data?
I want to ...
4
votes
1answer
130 views
How do I get a Model to add a name to it's Texture(s) in the XNA Content Pipeline
I know that a texture's name is not preserved when it's loaded in. I also know that you can give it a name. For example:
Texture2D texture = content.Load<Texture2D>("MyTexture");
texture.Name ...
18
votes
6answers
2k views
Creating a retro-style palette swapping effect in OpenGL
I'm working on a Megaman-like game where I need to change the color of certain pixels at runtime. For reference: in Megaman when you change your selected weapon then main character's palette changes ...
10
votes
5answers
335 views
Texturing an asteroid
I'm trying to texture this asteroid so it looks reasonable. I'm missing something though.
Following this tutorial, I got this so far.
Now I don't understand the next step: how do you resolve the ...
5
votes
1answer
117 views
Blend multiple regions from same texture atlas
I'm representing terrain in my game as a grid with at each node a composition, for example 100% rock, or 50% grass, 50% soil. I'd like to use this composition vector to blend textures together. I'm ...
5
votes
4answers
248 views
Would like some help in understanding rendering geometry vs textures
So I was just pondering whether it is more taxing on the GPU to render geometry or a texture. What I'm trying to see is whether there is a huge difference in rendering two scenes with the same setup:
...
0
votes
0answers
48 views
System hangs at glReadPixel call with GL_TEXTURE_2D_ARRAY for texturing
I am calling glReadPixel after glDrawArray call. I am rendering a geometry with 3D texture on it as a target GL_TEXTURE_2D_ARRAY. My systems hangs at glreadpixel call. When i use target as ...
1
vote
1answer
91 views
TexturePacker ignores extensions
I'm using TexturePacker in one of my games, though when packing a bunch of textures their extension is kept in the data file. So when I want to find a texture I need to search for "image.png" instead ...
2
votes
1answer
135 views
Tutorial on OpenGL texture formats
Looking at the documentation glGetTexImage(), one can see that there are plenty of available texture formats.
GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D_ARRAY, ...
1
vote
1answer
182 views
Unity3D and Texture2D. GetPixel returns wrong values
I'm trying to use Texture2D set and get colors, but I encountered a strange behavior.
Here's the code to reproduce it:
Texture2D tex = new Texture2D(2,2, TextureFormat.RGBA32 ,false);
Color col = ...
0
votes
0answers
275 views
3D texture coordinates for a cube
I want to use glTexImage3D with cube. what will be the texture coordinates for it? i am using GL_TEXTURE_3D as target. I tried with u v coordinates same as 2d texture coordinates with z component ...
2
votes
2answers
188 views
Splitting a texture atlas into seperate images [duplicate]
Possible Duplicate:
How to decompose sprite sheet
I'm doing a port of an existing game and the designer no longer has all of the original art; he only has the resulting texture atlases he ...
0
votes
1answer
194 views
Image loaded from TGA texture isn't displayed correctly
I have a TGA texture containing this image:
The texture is 256x256.
So I'm trying to load it and map it to a cube:
#import <OpenGL/OpenGL.h>
#import <GLUT/GLUT.h>
#import ...
2
votes
1answer
140 views
XNA running slow when making a texture
I'm using XNA to test an image analysis algorithm for a robot. I made a simple 3D world that has a grass, a robot, and white lines (that are represent the course). The image analysis algorithm is a ...
1
vote
1answer
114 views
fragment shader with SNORM textures
I want to apply SNORM texture by using GL_TEXTURE_3D as a target, what will be the fragment shader for the same?
Also, what should be the data type of texture data?
0
votes
0answers
24 views
Unexpected behaviour with glFramebufferTexture1D
I am using render to texture concept with glFramebufferTexture1D. I am drawing a cube on non-default FBO with all the vertices as -1,1 (maximum) in X Y Z direction. Now i am setting viewport to X ...
1
vote
2answers
162 views
How to shade a texture two different colors?
To give an example of what I'm asking about, I'll use Saints Row 3 since I've been playing that lately. In that game you can customize your looks and your car's appearance a lot. Your coat can have ...
3
votes
2answers
452 views
Blending textures together, texture fade over / fade in
What is the best way to render a texture overlapping effect?
Like in this example:
I want either the grass to fade in to the snow texture, or the other way around. No rough edges. Somehow make ...
0
votes
1answer
135 views
UV Mapping in Autodesk Maya 2011 goes wrong
I'm always struggling with UV mapping, I'm still a student though. When I am creating a UV map the texture on the object always seems to be very low resolution... does anybody know a very good ...
2
votes
2answers
455 views
OpenGL : sluggish performance in extracting texture from GPU
I'm currently working on an algorithm which creates a texture within a render buffer. The operations are pretty complex, but for the GPU this is a simple task, done very quickly.
The problem is that, ...
1
vote
1answer
131 views
XNA shield effect with a Primative sphere problem
I'm having issue with a shield effect i'm trying to develop. I want to do a shield effect that surrounds part of a model like this: http://i.imgur.com/jPvrf.png
I currently got this:
...
0
votes
1answer
97 views
OpenGL : Keeping alpha in a render buffer
In my current task, i need to render a texture into a render buffer, in order to work on it (apply special filters) there. The result is then considered a "new texture", which is later displayed.
...
3
votes
0answers
195 views
Suitability of ground fog using layered alpha quads?
A layered approach would use a series of massive alpha-textured quads arranged parallel to the ground, intersecting all intervening terrain geometry, to provide the illusion of ground fog quite ...
1
vote
1answer
213 views
how to use a mask texture?
A texture pack for a sponza model contains mask textures (black and white). I guess that I should read only a red channel from that texture, right ? I use deferred rendering and for shading ...
1
vote
2answers
136 views
Texturize a shape of multiple triangles in 2D
This is an example of a shape consisting of multiple points, triangles and eventually a shape:
Red Dots = Vector3 (X, Y, Z) or Vector2 (X, Y)
If I have a Texture of a certain size, how do I ...
1
vote
1answer
157 views
Confusion on HLSL Samplers. Can I Set Samplers Inside Functions?
I'm trying to create a system where I can instance a quad to the screen, however I've run into a problem. Like I said, I'm trying to instance the quad, so I'm trying to use the same geometry several ...
1
vote
2answers
1k views
Unity Android: Truecolor texture performance hit and alternatives for truecolor
After integrating the graphics assets to my application, I noticed that when the textures are compressed they look very bad compared to truecolor. This happens to all the textures and it did not seem ...
0
votes
1answer
179 views
Rendering two textures with blending and alpha test
What I am looking for is the following: I have a circle on a square image, alpha is 0 at the corners
and also a square shadow, alpha is 0 everywhere else
I would like to have as final result a ...
1
vote
0answers
130 views
loading a heightmap as texture in shader
I have a height map of 256x256, containing, foreach cell, not only height as a normal float value ( not 0-1 ) and also 2 gradient values ( for X and Y ), also as normal float values ( not 0-1 ).
I ...
3
votes
0answers
549 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 ...
4
votes
2answers
190 views
How do you clean up textures that are too photo-realistic to match the rest of your game assets?
I was browsing for textures online and notice most of it are too photo-realistic and many of them is just photo of real thing.
I'm sure there some "cleanup" process for this type of texture using ...
2
votes
0answers
517 views
How do I generate mipmap .png and model .obj files for LibGDX?
I'm playing a bit with LibGDX (OpenGL ES 2.0 wrapper for Android).
I found some sample code which used prepared files to load models and mipmap textures for them, e.g., at ...
1
vote
0answers
48 views
A tool to select points on texture, and obtain 0.0f .. 1.0f UV coordinates
If there is a need to create about 40 sets of UV coordinates for 40 different images. The sets can have 4 to ~16 UV points. Is there some way to make this easier?
A tool similar to Inkscape would be ...
5
votes
2answers
436 views
UV texture mapping with perspective correct interpolation
I am working on a software rasterizer for educational purposes and I am having issues with the texturing.
The problem is, only one face of the cube gets correctly textured. The rest are stretched ...
3
votes
1answer
278 views
GLSL custom interpolation filter
I'm currently building a fragment shader which is using several textures to render the final pixel color.
The textures are not really textures, they are in fact "input data" to be used in the formula ...
2
votes
2answers
794 views
Dynamic Terrain Texture
I've been looking at a 2D physics game called 'Hill Climb Racing' (Android and iOS) and was wondering how they went about texturing the terrain?
I've had a think about it and I've come up with ...
1
vote
0answers
56 views
Rendering text with stb_font results in glitches
I'm trying to render text with OpenGL and an "inline"-font taken from the stb_fonts
The relevant code for initializing the font & rendering:
LabelFactory::LabelFactory() {
static unsigned ...
1
vote
1answer
181 views
Problem when texturing triangles using glVertexPointer()
I'm having a problem for displaying a single quad, here is how i do :
//note: this code is only for 2 triangles, while on picture there is 4 triangles
float tex_coord[] =
{
0.0, 0.0, //3
0.0, ...
1
vote
1answer
222 views
Detecting pixels in a rotated Texture2D in XNA?
I know things similar to this have been posted, but I'm still trying to find a good solution... I'm drawing Texture2D objects on the ground in my game, and for Mouse-Over or targeting methods, I'm ...
0
votes
1answer
315 views
Why do my 512x512 bitmaps look jaggy on Android OpenGL?
This is sort of driving me nuts, I've googled and googled and tried everything I can think of, but my sprites still look super blurry and super jaggy. Example:
Here: ...
1
vote
3answers
178 views
SDL_image & OpenGL Problem
i've been following tutorials online to load textures using SDL and display them on a opengl quad. but ive been getting weird results that no one else on the internet seems to be getting...
so when i ...
0
votes
1answer
91 views
How to Draw texture between 2 Vector3
My scenario:
RTS combat style, 1 unit fires beam on another unit
My problem is i want to draw a flat texture between 2 Vector3 points. I have looked at various Billboarding styles but that doesn't ...
0
votes
3answers
108 views
XNA Inheritence via Texture2D
As you know to draw a Texture2D mostly an Origin, scale-factor, rotation-value and color is necessary.
To inherite a new class ATexture2D from Texture2D with adding this parameters, can cause ...
4
votes
3answers
118 views
How to read BC4 texture in GLSL?
I'm supposed to receive a texture in BC4 format.
In OpenGL, i guess this format is called GL_COMPRESSED_RED_RGTC1.
The texture is not really a "texture", more like a data to handle at fragment ...
0
votes
2answers
239 views
LWJGL - OpenGL - Texture shading
I want to use LWJGL to create a shader that all it does is change the color of the given texture. For example I tell it to draw the letter A using a sprite sheet then I can tell the shader to draw the ...
