Texture is a bitmap (raster image) used in a texture mapping process.
3
votes
0answers
474 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 ...
10
votes
1answer
453 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 ...
4
votes
2answers
184 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
473 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
47 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 ...
4
votes
2answers
407 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 ...
2
votes
2answers
2k views
How detect which OpenGL texture formats are natively supported?
For example, how detect if my videocard doesn’t support "bgr8" and convert it to another format, such as "rgba8" in software mode.
UPDATE: Sorry for the confusion. This question more about situation ...
3
votes
1answer
257 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
718 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
48 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
174 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
213 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
287 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
168 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
89 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
105 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 ...
5
votes
1answer
138 views
2-components color model
RGB is the natural color model for OpenGL. But a lot of other color models exist.
For example, CMY(K) for printers, YUV for JPEG, the little cousins YCbCr and YCoCg, HSL & HSV from the 70's, and ...
4
votes
3answers
114 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
217 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 ...
1
vote
0answers
245 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 ...
4
votes
1answer
237 views
Game Asset Size Over Time
The size (in bytes) of games have been growing over time. There are probably many factors contributing to this: trailer/cut scene videos being bundled with the game, more and higher-quality audio, ...
3
votes
1answer
343 views
Z Order in 2D with orthographic projection and texture atlas
I am working with a 2D game in OpenGL ES and have a question about z-order together with a texture atlas.
I am using an orthographic projection because I want pixel-perfect rendering of 2D sprites, ...
17
votes
5answers
2k views
Procedural Planets, Heightmaps and Textures
I am currently working on an OpenGL procedural planet generator. I hope to use it for a space RPG, that will not allow players to go down to the surface of a planet so I have ignored anything ROAM ...
1
vote
3answers
772 views
Is a Single Texture Cube Map Possible?
I'm currently developing a test project to explore OpenGL 3 texturing abilities. I have a simple cube, made of 8 vertices and 36 indices. I want each of the cubes faces to have a different texture, so ...
0
votes
1answer
398 views
Generate texture for a heightmap
I've recently been trying to blend multiple textures based on the height at different points in a heightmap. However i've been getting poor results. I decided to backtrack and just attempt to recreate ...
3
votes
1answer
111 views
Algorithm for approximating sihlouette image as polygon [duplicate]
Possible Duplicate:
Is there any heuristic to polygonize a closed 2D raster shape with n triangles?
I want to be able to analyze a texture in real time and approximate a polygon to ...
0
votes
1answer
164 views
TGA loader: reverse y-axis
I've written a TGA image loader in Java which is working perfectly for files created with GIMP as long as they are saved with the option origin set to Top Left (actually TGA files are meant to be ...
0
votes
1answer
182 views
My Maya texture does not render at all in Open GL! [closed]
I uploaded my layered Maya (Maya 2012) Textures via objLoader into my opengl project. I also uploaded 3D textured model. I am able to render a model but not even one texture is showing.
Before pasting ...
2
votes
1answer
831 views
Importing FBX with multiple meshes in UDK
I need to import into UDK a several amount of FBX models (representing buildings) which are composed by various submeshes (walls, windows, roof...). I need to keep the individual meshes (can't use the ...
6
votes
1answer
177 views
Text on a model
I am trying to put some text on a Model and I want it to be dynamic. Did some research and came up with drawing the text on the texture and then set it on the model. I use something like this:
public ...
2
votes
3answers
494 views
XNA texture stretching at extreme coordinates
I was toying around with infinitely scrolling 2D textures using the XNA framework and came across a rather strange observation.
Using the basic draw code:
spriteBatch.Begin(SpriteSortMode.Deferred, ...
0
votes
1answer
173 views
How to draw textures on a model
The following code is a complete XNA 3.1 program almost unaltered to that code skeleton Visual Studio is creating when creating a new project.
The only things I have changed are
imported a .x model ...
0
votes
1answer
131 views
Objects won't render when Texture Compression + Mipmapping is Enabled
[EDIT: FIXED - Calling setting texture max level fixed that]
I'm optimizing my game and I've just implemented compressed (DXTn) texture loading in OpenGL. I've worked my way removing bugs but I can't ...
3
votes
1answer
326 views
How to properly render a Frame Buffer to the BackBuffer in Stage3D / AGAL
After doing a render pass with RenderToTarget (RTT), how do you properly render that texture buffer to the screen while maintaining original scale / proportions so it doesn't stretch or lose quality?
...
0
votes
1answer
266 views
Artifacts when using SamplerState.LinearClamp in SpriteBatch
I'm using XNA 4.0 and VS2010 Express for Windows Phone and Windows Phone SDK 7.1.
This is a platform game and I have a map made up of 16x16 textures that is drawn dynamically, tile by tile.
When ...
0
votes
0answers
112 views
Why is my arrow texture being drawn in odd places? [closed]
This is a script I wrote that places an arrow on the screen, pointing to an enemy off-screen, or, if the enemy is on-screen, it places an arrow hovering above the enemy. Everything seems to work, ...
5
votes
1answer
166 views
Two graphical entities, smooth blending between them (e.g. asphalt and grass)
Supposedly in a scenario there are, among other things, a tarmac strip and a meadow. The tarmac has an asphalt texture and its model is a triangle strip long that might bifurcate at some point into ...
1
vote
0answers
56 views
How to work with edge Texture
Im not sure if i use the right terms, but im not able to find something to start with.
Im trying to develop a little HTML5 game. I have a ground with a texture and now I want to make a surrounding ...
4
votes
1answer
4k views
How to render a texture partly transparent?
Good Morning StackOverflow, I'm having a bit of a problem right now as I can't seem to find a way to render part of a texture transparently with openGL.
Here is my setting : I have a quad, ...
0
votes
1answer
104 views
how to create texture for modelmesh?
Is there a possibiltiy to create a texture from a meshpart in xna. By getting a flat version of the mesh. So I can create a texture for it and edit that texture(via rendertarget)? I need to get the ...
1
vote
1answer
107 views
How to implement custom texture formats in Android?
What I know:
Android can load PNG, BMP, WEBP,... via BitmapFactory.
What I want to achive:
Load my own 2D file format (e.g. 1-bit texture with a 1-bit alpha channel) and output a RGBA8888 texture.
...
3
votes
2answers
214 views
Having the same texture data in different ID3D11Texture2D
Sorry if this has been answered elsewhere - I'm rather new to DX. My question concerns conservation of resources - specifically textures in VRAM. I assume that upon returning from a call to ...
1
vote
0answers
83 views
Application window as polygon texture?
Is there a way, or method, to have some application rendered as texture in 3D scene on some polygon, and also have full interactivity with it?
I'm talking about Windows platform, and maybe OpenGL but ...
2
votes
1answer
146 views
Fourth texture = segmentation fault
I keep on getting segmentation fault each time I load fourth texture - what type of texture, I mean filename, does not matter. I checked value of GL_TEXTURES_STACK_SIZE which turned out to be 10 so ...
5
votes
1answer
277 views
How to flip a BC6/BC7 texture?
I have some code to load DDS image files into OpenGL textures, and I'd like to extend it to support the BC6 and BC7 compressed formats introduced in D3D11. Since DirectX and OpenGL disagree about ...
0
votes
2answers
1k views
Map and fill texture using PBO (OpenGL 3.3)
I'm learning OpenGL 3.3 trying to do the following (as it is done in D3D)...
Create Texture of Width, Height, Pixel Format
Map texture memory
Loop write pixels
Unmap texture memory
Set Texture
...
1
vote
0answers
575 views
How to properly add texture to multi-fixture/shape b2Body
Hello to everyone this is my first poste here I hope that will be not fail start.
At start I must say I make part 1 in Ray's Tutorial "How To Make A Game Like Fruit Ninja With Box2D and Cocos2D". But ...
-1
votes
1answer
742 views
Asset missing problem XNA
I'm using VS2010 with XNA 4.0 and I'm trying to load an FBX model with texture on the screen. The problem I'm having is this error:
Missing Asset: C:\Users\ChocoMan\Documents\Visual Studio ...
3
votes
5answers
239 views
Free texture sites – is it safe to use their content
There are multiple free texture sites, like: texturemate.com or plaintextures.com. I am wondering how safe it is to use their content? I imagine that the texture could be withdrawed from the site, ...
2
votes
1answer
134 views
Java getResourceAsStream as local resource
Before using LWJGL, I used the Graphic method, and there I displayed imageicons, and I had the picture file located in the resources.
I used:
ImageIcon tcard = new ...
