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

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1answer
150 views

OpenGL Texture loaded but wont draw on Bind

I wrote my entire Texture loader by hand. I'm not using any Libraries. From what I gather the loading part is done correctly and stored in the texture class: Texture* TGATextureLoader::create(const ...
1
vote
2answers
104 views

NPOT texture and video memory usage

I read in this QA that NPOT will take memory as much as next POT sized texture. It means it doesn't give any benefit than POT texture with proper management. (maybe even worse because NPOT should be ...
0
votes
1answer
136 views

How to load and draw this *.obj correctly?

I have a loader class for *.obj files (called GLModel) which has 2 main methods - public GLModel(BufferedReader ref, boolean centerit, GL gl,Texture texture) which use for *.obj load , and ...
3
votes
2answers
364 views

Need to produce an animated texture of Water where each image tiles in all directions

I need to produce a 2D 'animated' texture of "water" for a game in which each image tiles in 'all' directions, much like those produced by the Caustics Generator, but with the power and flexibility of ...
0
votes
0answers
79 views

Overlay partially transparent texture onto another, but not the background

I'm using XNA and C#. I have two shapes (texture2ds), and I want to overlay shape 2 (50% transparent square) over shape 1 (opaque circle), but I want to get Option B, not Option A. I basically want ...
1
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2answers
231 views

Building a tessellated texture

In games like Minecraft the textures such as grass when lined up side-by-side it looks like one big perfect texture. When I make a texture it's never even and you can see the different blocks. How do ...
0
votes
0answers
76 views

OpenGL moving a texture

I am working on a game, i have a model to which i have attached multiple textures. Both the textures are static, but If i want to move the texture which is at the top, is it possible? By top i mean, ...
0
votes
1answer
63 views

Pre-render bump mapped/normal mapped textures?

I saw Direct3D supports rendering bump map textures. But why is this necessary? Can't I just pre-render the already "bumped" textures and use the exported file? The resulting image is still simple ...
6
votes
4answers
435 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?
0
votes
1answer
119 views

Difference between texture.Load() and texture.Sample() methods in DirectX?

The question is simply that: What is the difference between texture.Load() and texture.Sample() in DirectX? I've used a Texture2D to store the depth in a pass of a DirectX Shader (with SharpDX), and ...
8
votes
2answers
365 views

What are some ways to texture map a terrain?

I'm working with XNA on a 3D Game, and I'm trying to have a proper and nice environnement. I actually followed a tutorial to create a terrain from a heightmap. To texture it, I just apply a grass ...
2
votes
2answers
146 views

XNA hlsl tex2D() only reads 3 channels from normal maps and specular maps

Our engine uses deferred rendering and at the main draw phase gathers plenty of data from the objects it draws. In order to save on tex2D calls, we packed our objects' specular maps with all sorts of ...
2
votes
1answer
345 views

RTS Voxel Engine using LWJGL - Textures glitching

I'm currently working on an RTS game engine using voxels. I have implemented a basic chunk manager using an Octree of Octrees which contains my voxels (simple square blocks, as in Minecraft). I'm ...
0
votes
0answers
33 views

How to create a map-like (clouds) texture [duplicate]

If you place a map of the world on a sphere, it will look like the image is continuous. Basically the left end of the image is sort of a continuation of the right end. You won't be able to see any ...
0
votes
2answers
171 views

Normal map applied as diffuse textures looks wrong

Diffuse textures works fine, but I am having problem with normal maps, so I thought I'd tried to apply the normal maps as the diffuse map in my fragment shader so I could see everything is OK. I ...
0
votes
1answer
31 views

Using texture() in combination with JBox2D

I'm getting some trouble using the texture() method inside beginShape()/endShape() clause. In the display()-method of my class TowerElement (a bar which is DYNAMIC), I draw the object like ...
1
vote
1answer
110 views

Size of an image imported with FreeImage

I'm having abit of a brainfart and I can't quite grasp what I'm doing wrong. It's quite simple, I am importing an image with FreeImage (http://freeimage.sourceforge.net/) which has a method ...
2
votes
1answer
158 views

Masking OpenGL texture by a pattern

Tiled terrain. User wants to build a structure. He presses build and for each tile there is an "allow" or "disallow" tile sprite added to the scene. FPS drops right away, since there are 600+ tiles ...
1
vote
1answer
605 views

OpenGL ES 2.0. Sprite Sheet Animation

I've found a bunch of tutorials on how to make this work on Open GL 1 & 1.1 but I can't find it for 2.0. I would work it out by loading the texture and use a matrix on the vertex shader to move ...
12
votes
2answers
1k views

Speeding up procedural texture generation

Recently I've begun working on a game that takes place in a procedurally generated solar system. After a bit of a learning curve (having neither worked with Scala, OpenGL 2 ES or Libgdx before), I ...
0
votes
2answers
77 views

Need to know the origin and coordinates for 2d texture and 2d/3d vertices in webgl

Long story short, I know my coordinates are off and I believe my indices might be off. I'm trying to render a simple 2d rectangle with a texture in webgl here's the code I have for the vbo/ibo: ...
0
votes
1answer
67 views

Texture errors in CubeMap

I am trying to apply this texture as a cubemap. This is my result: Clearly I am doing something with my texture coordinates, but I cannot for the life of me figure out what. I don't even see a ...
0
votes
0answers
43 views

Error loading PCX image in FreeImage library

I'm using FreeImage in C++ for loading texuture from the PCX image. My FreeImage code is as following: FREE_IMAGE_FORMAT fif = FIF_UNKNOWN; //pointer to the image data BYTE* bits(0); fif = ...
1
vote
0answers
106 views

Bad texture on model with different GPU [closed]

I have some kind of distortion on the texture of my 3D model. It works perfectly well on an AMD GPU, but when testing on a integrated Intel HD graphics card it has a weird issue. I don't have a ...
2
votes
1answer
220 views

Multiple texture coordinates per mesh?

So far I've used the same texture coordinate for both the normal and diffuse textures on a mesh, yet when reading the Assimp documentation ...
3
votes
2answers
1k views

How to mix textures in DirectX?

I am new to DirectX development and I am wondering if I am taking the wrong route to achieve the following: I would like to mix three textures which contain transparent areas and some solid areas ...
2
votes
1answer
275 views

Best practices of texture size

I wanted to know how should I determine a good texture size ? Currently, I always create UV texture that are 1024x1024px but if I create for example, a big house with a 1024px texture size, it will ...
2
votes
1answer
189 views

“exception at 0x53C227FF (msvcr110d.dll)” with SOIL library

I'm creating a game in C++ using OpenGL, and decided to go with the SOIL library for image loading, as I have used it in the past to great effect. The problem is, in my newest game, trying to load an ...
0
votes
1answer
217 views

Having a problem with texturing vertices in WebGL, think parameters are off in the image?

I'm having a problem texturing a simple rectangle in my WebGL program, I have the parameters set as follows: gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textureImage); I'm ...
0
votes
1answer
117 views

does cocos2d cache texture automatically

I know if we want the textures cached we can use the sharedtexture manager to cache them, but since this is on mobile platform , why don't cocos2d-x just do this for all texture loads ? when creating ...
2
votes
1answer
196 views

Resource management

I've come across a strange thing in DirectX 11: I'm trying to implement large scale volume visualization engine. My approach is like this: if the volume is HUGE (could not fit to GPU memory ...
3
votes
0answers
102 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
2answers
161 views

Error while reading TGA file and doing Texture Cube map

In my program, i read a TGA file with a function like this: char* LoadTGA(char* filename, int* width, int* height, int* bpp); As you can see, this function: return a char array of image data ...
0
votes
1answer
446 views

Why would one bind several textures to the same OpenGL texture unit?

This OpenGL documentation article says you can bind 4 (=several) textures to texture units 0, 1, etc. This OpenGL documentation article too. I found in this Stack Overflow answer an example of why it ...
4
votes
2answers
593 views

LibGDX stretching 2d graphics

I have a problem with stretching sprites in LibGDX. I have one png file for the sky in the game (1 x 1000px) and I want to render it 1000 x 1000px sprite.setSize(pixelWidth,pixelHeight); I want to ...
0
votes
0answers
933 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 ...
-3
votes
1answer
642 views

How can I import a Google Sketchup model with textures?

I'm using Unity 4 and trying to import a SketchUp Model into Unity and other Engines - but I can't get it to import correctly. Can anyone help me out?
1
vote
1answer
144 views

generating complex maps in xna

I just wonder how does these maps like in this video are made. http://www.youtube.com/watch?v=TM6kcOau5oQ I was looking for some tutorials on the web but no success. All I found was some 2D Vectors ...
-1
votes
1answer
140 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
0answers
85 views

1:1 mapping of texels to pixels with DX11 and multisampling and linear interpolation

Is it possible to get a 1:1 mapping of texels to pixels on a multisampled target in DX 11 with interpolation? It seems to me that the texture coordinate used in the shader is always one of the ...
0
votes
1answer
961 views

SDL2 render to texture support

I'd like to use the function int SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture) in my 2D game. At this point I am using only the SDL 2.0 API, and using openGL seems overkill to ...
2
votes
0answers
167 views

What's the proper way to set up texture atlas in Unity 3D?

I am using Unity3d (free) to make a game with user-defined content (i.e., load in a map, it'll build the level for you). Everything is working as expected, except for the rendering. Note the ...
1
vote
3answers
349 views

Confused about DXT/DDS compression and color depth

I have done my research on DDS/DXT compression, and the information is kind of "everywhere." It is rather difficult to even find good, organized, sensible information on color depth. However, it is ...
2
votes
1answer
128 views

Light is not spreading evenly

I am using SunBurn for lights and rendering, when i create sceneobject in code, effect is like this see in this light is in the middle so sceneobject in middle is well lit and as we go to corner ...
11
votes
2answers
743 views

Should I be using spritesheets, because of or despite of my vast number of images?

I am developing a 2D game, and I have a lot of sprites. I used 3D animations and models to render into 2D, to give them that "Fallout" or "Diablo" look to them. It is also easier than drawing by hand, ...
1
vote
1answer
105 views

UV Coordinates of “curve” (or “bend”)

I am looking for some tutorial or equation how to map texture from square to "curve" or "bend". (Example on image below) I have tried to convert coordinates of unit circle to UV, but that gives me ...
0
votes
0answers
102 views

Making a texture bank, pointer in vector killing me

I'm trying to make a texture bank. I'm not 100% as to whether I'm doing 2D or 3D but whatever, it's a basic texture bank. The goal is to use texture objects that I can use a pointer to so as to load ...
2
votes
1answer
120 views

Stretching a texture over multiple faces

I have a grid of vertices that I'm using as the ground for my game in XNA. I have a effect file / shader which handles texturing and lighting. Right now I have it so the texture tiles across each face ...
0
votes
1answer
236 views

Texture Won't Load in OpenGL

I've started trying to make a 2D game in C++ using OpenGL, and I'm using SOIL as the imaging loading library. The problem is, I've been trying to get a simple 64x64 image of a red square to open and ...
4
votes
1answer
228 views

How to optimize SpriteBatch usage?

From what I understand, SpriteBatch's purpose is to batch as many draw operations to send to the GPU. Each batch can handle one texture at a time, and changing SpriteBatch context/texture is ...