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

learn more… | top users | synonyms (1)

3
votes
3answers
346 views

How can I render something like the swirling clouds of Jupiter?

The effect should be as similar as possible to this, though it does not need to be at planetary scale. I was thinking that it could be done offline via particles, perhaps by directing their motion ...
0
votes
2answers
249 views

OpenGL - How can I make the edges of this textured circle smoother?

I'm building a game and I've applied a certain texture (RAW file) to a circle (GL_POLYGON) in OpenGL. It loads correctly, with the right size and all, but the edges seem a bit jagged and I would ...
0
votes
2answers
262 views

LWJGL texture bleeding fix won't work

I tried a lot of things to fix texture bleeding, but nothing works. I don't want to add a transparent border around my textures, because I already got too many and it would take too much time and I ...
-2
votes
1answer
131 views

Why is my Snake' tail rendering the wrong sprite? [closed]

I am making a snake game in Unity. The game is simple, using Texture2D to display the head, tail and body parts. I am stuck with this problem: I stored 4 textures (each one for one of the four ...
1
vote
1answer
93 views

Is this Possible to force gameobjects (coliders etc) to get stretched based on the aspect ratio of the screen?

Well with unity3D, I am in big trouble whenever I use sprites. As for textures I compensate for a evener look by Stretching it (Screen.width & Screen.height- that's fine for low end 2D games). Now ...
231
votes
20answers
151k views

Where can I find free sprites and images? [closed]

I need sprites and images, such as characters, landscapes and others. Where can I find them?
3
votes
1answer
90 views

How do I convert a horizontal, panoramic skymap texture into a “dome” version of itself?

How do I convert the following skymap image: into a "dome" version like the one below? I'm looking towards making use of Adobe Photoshop for the task at hand. However, I'm at a loss on what ...
2
votes
1answer
266 views

glDeleteTextures - release data, but keep the texture ID?

In OpenGL, is it possible to release texture data, but keep the same texture id? I want to unload textures when they aren't needed, but load them again later when they are. There are a lot of objects ...
0
votes
3answers
401 views

OpenGL - How to draw a transition of two textures on one quad?

I know when drawing a rectangle, if we select red and draw two vertices, and then select yellow and draw the other two vertices, the entire rectangle will show a nice transition of color between those ...
1
vote
1answer
71 views

Is there any way to change texture filtering globally in Direct3D 11?

One of the major changes I have encountered between Direct3D 9 and Direct3D 11 is the new API for setting up texture sampling. In D3D9, it was sufficient to simply set a given value of a given ...
5
votes
1answer
2k views

GLSL pack floats into an RGBA texture

I want to compose conventional triangle-based models and particles with a ray-traced scene at a reasonable frame-rate. webGL does not let you write the gl_FragDepth in the fragment shader. You ...
0
votes
0answers
79 views

How can I avoid overdraw-related performance issues with alpha blending on mobile platforms?

I'm developing a mobile game using Unity3D. I'm evaluating different methods to give the possibility to the artists of customizing the environment. They need to add some static dirty on the walls and ...
0
votes
2answers
1k views

How do I randomly spawn objects in 2D game?

How do I randomly spawn few different sprites on screen so they're not overlapping or half visible on render. The sprites should immediately start shrinking until they disappear. I've tried to ...
0
votes
0answers
29 views

Bad interpolation with texture in mesh

My mesh looks fine on Blender, but when I export it to my rendering engine (Ogre) the colors seem interpolated, screenshot below. I am using filtering none in my material, so it shouldn't have any ...
0
votes
1answer
100 views

Why do I have to switch T(v) texture coordinates while importing OpenGL to Direct3D?

I am importing my code from OpenGL to Direct3D. My D3DTS_PROJECTION uses D3DXMatrixPerspectiveFovRH, and my D3DTS_VIEW uses D3DXMatrixLookAtRH to set a view equal to OpenGL's view. My question is why ...
1
vote
1answer
323 views

Cocos2D - Fill a Sprite with a pattern

I have a CCSprite with a certain shape in Cocos2D and I would like to fill it with a pattern, as seen here: I've seen a lot of examples where they fill a rectangle with a pattern, or even a ...
2
votes
1answer
76 views

OpenGL: missing GL_SPECULAR light on the texture

I'am missing specular lighting on the texture. I have #include <GL/glext.h> in the project, so basically I used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SEPARATE_SPECULAR_COLOR_EXT); ...
0
votes
0answers
71 views

Slowdown in sliding background with Libgdx

I´m new with libgx and i have a basic question. I want an background like an image that repeats indefinetely, and moves down. I did with 2 images and it worked, but the problem is that is very slow. I ...
4
votes
1answer
409 views

How do I convert a .dds texture to .png bitmap in C#?

This question is from someone who has not written a line of code for games, but several Game Save editors and other game tools. I'm working on a Save Editor and would like to display icons of some of ...
0
votes
1answer
26 views

lwjgl slick textures and glTexParameter

How to make textures fill all area as it is specified? I'm getting small gaps if the texture is smaller than area example: gl_quads setup like these: -1f, 1f, 0, -0.98f, 1f, 0, -0.98f, -1f, 0, ...
0
votes
1answer
184 views

Transparency in opengl - texture with alpha, color from background [duplicate]

I have to draw texture with transparent areas on square. But I don't want this transparencies to take color from this polygon, but from the background. Do you have any good tutorial to achieve it? ...
1
vote
1answer
2k views

Texture atlasing in Unity

I'm researching new ways to optimize games for better performance. Currently I am working on texture atlasing, which is giving me a hard time. I made the atlas using Texture2D.PackTextures and saved ...
0
votes
1answer
111 views

Correct GL settings to mix 2D and 3D rendering

I'm programming a 3D game engine with 2D GUI. The GUI objects have partially transparent textures and the transparency works more or less. The sky color is rendered in transparent areas of the ...
25
votes
9answers
16k views

Texture packing algorithm

What is a good texture packing algorithm? Technically, bin packing is NP-hard, so a heuristic is what I'm really after.
1
vote
1answer
1k views

How to use multiple textures in OpenGL ES 2.0?

I am working in OpenGL ES 2.0. I load two png images as my textures with the libSOIL. I need to use one of them as the texture for the background and another one as the texture of a rotating cube. ...
1
vote
2answers
2k views

SFML: Generate a background image

I want to generate a background, which is used in the game, on every instance of the game based on certain conditions. To do so, I'm using a sf::RenderTexture and a sf::Texture like this: ...
0
votes
1answer
95 views

Merging several textures into one using RGB channels

Would it be possible to place a texture into each RGB channel? Example: Red = wood.png Blue = tiles.png Green = metal.png The advantages I could see are saving space, memory and draw calls and the ...
3
votes
1answer
100 views

Applying a noise texture to distort edges

I asked this question over on StackOverflow but then found this site, and it's probably better suited to here. I'm trying to implement Sketchy Drawings. I'm at the part of the process which calls ...
0
votes
0answers
40 views

Why isn't my texture changing after calling display list?

I can't bind another texture after calling glCallList. It does nothing. However if I change texture inside the list, it works.
3
votes
1answer
168 views

How can I use a Texture2D larger than 2048 x 2048?

I'm having issues working with a large image. I've read other threads on using images larger than a Texture2D supports, but found nothing that addresses my problem specifically with implementation ...
0
votes
0answers
96 views

How to properly paint terrain - Cryengine

I'm making a game in Cryengine ( just for learning purposes ) and i'm trying to paint a terrain, i've downloaded a free seamles texture then i added it as a layer texture and asigned the mud ...
0
votes
0answers
44 views

Easier way to clip a spritesheet

I have been learning OpenGL slowly for the past few weeks through LazyFoo's tutorials, and I've come to the texture clipping section. I think his explanation is fine, but not quite enough for me to ...
2
votes
1answer
135 views

How do I apply a texture over a material in OpenGL ES?

How can I apply a texture over a material? I've set up an object with the following material: GLKBaseEffect *effect; effect.colorMaterialEnabled = false; effect.material.ambientColor = ...
1
vote
1answer
380 views

Why is my Texture becoming slower when it approaches it's destination?

I have a texture drawn on screen. Whenever I click on the viewport it remembers its destination and starts moving towards it, until it is there. This is the code I am using therefore: //Check if ...
7
votes
3answers
397 views

Terrain & Multi-Texturing

I'm using OpenGL (Version 4.4) (and C++ if that matters). I've created a terrain renderer, the terrain is stored as a 3D scalar field (isosurface/voxels). It uses a slightly modified version of ...
2
votes
1answer
139 views

C# XNA - How to create a menu with bools and textures?

I thought I could use bools to be able to select options in my menu. But the options should be textures. To show that an optino is selected I have 2 textures like this: [----Menu Screen----] [ > ...
1
vote
0answers
60 views

Texture visualization problem on camera movement (xna)

I'm trying to move a camera over a model that is used as the floor of the game. When I move the camera, the texture of the model is not showing correctly (video of the problem: ...
0
votes
0answers
50 views

Scrolling/Panning with a repeat texture

Let's say that I'm wanting to pan/scroll a surface from right to left (or left to right, but never mind that for now). I've created a texture and my intention is to set the texture to repeat on X and ...
1
vote
0answers
189 views

LibGDX render sprites in tiled-map format ( convert texture to sprite )

I am creating a game in which till now I have used textures to create A 2D tiled game. I have created a matrix which converts the touch co-ordinates into a array index number and according to that ...
0
votes
1answer
104 views

How to change colors of texture in lwjgl? [duplicate]

I have the following texture: The black pixels are characters, the background is transparent. How do I change the black pixels of the characters to another color? I use this texture as a bitmap for ...
5
votes
1answer
116 views

UV interpolation is wrong with a wide FOV

How should I take FOV into account when interpolating UV coordinates? This picture shows the result today. Everything works fine with a narrow fov, but when I make it really wide, things deviate. The ...
3
votes
2answers
175 views

Optimal way to store coordinates of a random point in 3D space in a texture?

A quick question: there is a well-known approach to store 3d point in space in a texture as a distance between camera and an object (deferred rendering). But it implies that the object lies on a ray, ...
0
votes
1answer
79 views

Getting invalid argument error on R32G32B32_FLOAT texture creation

D3D11_TEXTURE2D_DESC texDesc; texDesc.ArraySize = 1; texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE; texDesc.CPUAccessFlags = 0; texDesc.Format = DXGI_FORMAT_R32G32B32_FLOAT; ...
0
votes
0answers
83 views

How can I draw a part of a texture in slick2d?

I know the method for drawing a region of a texture in slick2d: image.draw(x, y, srcX, srcY, srcX2, srcY2); But I have no idea how the texture coordinates work. To draw a region of x:16, y:16, ...
0
votes
1answer
112 views

Shimmering, scrolling/panning a texture

Shimmering I understand shimmering in textures is caused by sub-pixel accuracy aliasing against the regular grid of pixels on the screen when drawn. I have a good example of it here, whereby I'm ...
2
votes
1answer
118 views

What's the difference between Textures and VertexTextures in XNA?

The GraphicsDevice class of XNA has the properties Textures and VertexTextures. What is the exact difference? I don't really understand what MSDN tells me about this. I usually use Effect parameters ...
1
vote
1answer
126 views

Difference between texture arrays and multiple single textures?

I've just learnt that DirectX 10 and above have a feature called "texture arrays". Which, basically, is just a normal array of textures (shader resources) which in a shader is declared like: ...
1
vote
1answer
134 views

How do I flip upside down fonts in FTGL [closed]

I just use FTGL to use it in my app. I want to use the version FTBufferFont to render font but it renders in the wrong way. The font(texture?buffer?) is flipped in the wrong axis. I want to use ...
0
votes
0answers
57 views

Dealing with 2D tiled maps in DirectX

I'm new to DirectX. I'm pretty much to the point to where I can create some sprites and attach textures to them, but I'm not fully cognizant of the entire model of textures and sprites or exactly how ...
9
votes
2answers
728 views

Should the content pipeline tools be embedded in the engine?

How minimal should a games engine be? How much of the content pipeline should be embedded in the engine? Some use cases where the super engine might be useful: When loading user content, the user ...