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

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0
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1answer
331 views

DirectX UV coordinates are flipped

I'm loading a simple model, which is composed of vertices that have position, normal and UV texture coordinates. The thing is, displaying that model using DirectX 9 or 10 shows that the UV ...
2
votes
0answers
122 views

DX 11 Specular Highlights in Deferred Renderer

I am currently implementing a deferred renderer in DX11.1. Right now I am having a problem that I can't seem to crack with specular highlights when I have multiple light sources. I keep a vector of ...
1
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0answers
174 views

How to change texture from pvr.ccz in Cocos2d?

I'm using .pvr.ccz file that texturePacker application created for me , I created a Sprite that it's image choosed from this file(.pvr.ccz) like below: CCSprite *mySprite = ...
4
votes
1answer
157 views

cost of texture change vs color change

How would I go about determining the difference in cost between changing the render color of an object every frame vice changing the texture (same sheet, just changing the source rectangle) every ...
0
votes
1answer
209 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
159 views

Doing imagemagick like stuff in Unity (using a mask to edit a texture)

There is this tutorial in imagemagick http://www.imagemagick.org/Usage/masking/#masks I was wondering if there was some way to mimic the behavior (like cutting the image up based on a black image ...
0
votes
2answers
122 views

Blood particles system,join particles

Does anyone know how the particles behave in the following picture? Let me explain,before the particles join they seem to be just simple textures of blood drops with a black border around them ...
0
votes
1answer
187 views

LibGDX - Textures rendering at wrong position

Update 2: Let me further explain my problem since I think that i didn't make it clear enough: The Y-coordinates on the bottom of my screen should be 0. Instead it is the height of my screen. That ...
0
votes
0answers
452 views

Android - OpenGL ES 2 - Cube with different texture in each side

I need to create a 3d cube, with a different texture on each side. Here is my cube class, which my other classes extend: import java.nio.ByteBuffer; import java.nio.ByteOrder; import ...
1
vote
1answer
444 views

SDL render to a texture

I am trying to create a button for my game there are lots of similar buttons so using an image for each one is a bit inefficient. So I want to load an image then copy some text over it and render that ...
0
votes
2answers
266 views

How does Texture Mapping work?

I read the answers from What exactly is UV and UVW Mapping? and How does UVW texture mapping work?, which are quite nice, but am still not 100% sure, if I understand correctly. Lets start with a 2D ...
2
votes
1answer
92 views

multiple textures into one texture

Can i fusion multiple .tga or .jpeg into only one, and texturise my model with it ? Here is an example to explain my self better : I have Mr Bowser as 3d model and i want to integrate it in a game. ...
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votes
1answer
103 views

Texture Stretching on VBO cube

I'm using JOGL and I'm trying to render a textured VBO cube with glDrawArrays. The cube renders, but the texture is stretched and stripy as seen in the picture above. It seams that changing my ...
3
votes
1answer
217 views

How can I determine the extreme color values in a texture?

I am looking for a way to determine the most extreme color values for all of the texels in a texture. So for a texture consisting only of black and white texels, the extreme values should be (0,0,0) ...
0
votes
1answer
22 views

Animation Texture spread out when animation on 3dsMax

I have a 3d model of a human biped, i did the skeleton and attached it to my 3d model with a skin modifier. But when i move his arms a part of the trunk is comming too . Is it possible to fix this ?
1
vote
1answer
91 views

XNA 4.0 - Car game dashboard lights

I'm making a car game and doing the dashboard part. I'm trying to do the dashboard lights, i've did this changing the dashboard texture, overwriting the texture with the light image over it, example: ...
1
vote
2answers
327 views

Unity Texture Problem

http://www.gfycat.com/FlawedLimpingGrizzlybear http://www.gfycat.com/UnawareQuerulousHawk Every texture and shader has the same problem. It seems like the problem has nothing to do with either. ...
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vote
0answers
26 views

XNA 4.0 - Model texture transparency [closed]

I'm trying to use a semi transparent texture on a model in xna using BasicEffect, like this: ((BasicEffect)mesh.Effects[0]).Texture = alphaTexture; I've made the texture in code using color class, ...
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0answers
58 views

vertical lines on texture in libgdx

i am getting vertical lines on my texture even though i tried implementing texture filters,both linear and nearest and still i get the lines.how do i get rid of it? here is the code: package ...
0
votes
1answer
233 views

Re-using one texture for multiple OpenGL Quads

I've been looking over my code and I'm just wondering, when I set a texture for say, 20 quads that need to use the same texture, it seems as though I'm creating a new texture each time...... surely ...
0
votes
2answers
331 views

How to obtain the currently bound texture ID in an openGL ES 2.0 project

In my game, I have: GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texID); Where texID is an integer returned by my setTexture() method. Let's say, in this instance it's 1. When I bind my textures ...
0
votes
1answer
502 views

Projective texturing and falloff

I quite understand how projective texturing works. I implemented successfully a shader for that following nvidia doc. The major problem I'm facing is that with that implementation the projector ...
1
vote
1answer
155 views

Normal Mapping space confusion

I've been reading today about normal mapping. Up to now, the only normal mapping I encountered was with maps already in world space so I just extracted the info from the texture and transformed them ...
0
votes
2answers
484 views

Texturing a VBO cube (JOGL)

I've been having trouble texturing a cube using vertex buffer objects. EDIT: I updated/replaced my shaders to fit the right version. The program compiles and links, but it shuts down java in ...
2
votes
2answers
191 views

Problem draw SkyBox behind my sun - XNA

I try to create a small and simple 3D games on XNA. I recently started to add a skyBox after added a sun in my game with the sample by Microsoft here ...
0
votes
0answers
71 views

How do I dynamically load a smaller texture in Unity based on the screen size?

I have a Unity application on windows phone which is having problems running on small devices because the HD textures are so huge. What is the best way to test and dynamically use a smaller version on ...
0
votes
1answer
94 views

HLSL tile shader

How would I make this HLSL code tile my texture: float4x4 World; float4x4 View; float4x4 Projection; float4x4 WorldInverseTranspose; float4 AmbientColor = float4(1, 1, 1, 1); float AmbientIntensity ...
0
votes
0answers
18 views

Where can I find free graphic 2D resources for vehicles (car, truck, bus, etc) from top view for a top down racing game? [duplicate]

Where can I find free graphic resources for vehicles (car, truck, bus, etc) from top view for a top down racing game? I mean something like:
0
votes
0answers
164 views

Deleteing Textures in Android OpenGL ES 2.0

I'm confused about how to delete a previously applied texture. So, I've applied my texture and am happily rendering it. I decide I want to delete the texture, so this is what I've tried...... void ...
0
votes
1answer
230 views

Speed up loading of png files (used for textures) in Android OpenGL Game

My game has a few texture atlases that need to be loaded (in my XHDPI folder they total 3.49MB) and on a top-end device they don't take that long to load, however on a low-end device they seem to take ...
0
votes
3answers
133 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 ...
0
votes
1answer
65 views

Which gaming engine can be used for pixel manipulation? [closed]

Here is the gist of where I am going with this. I work for a printer company and basically all of our input files(or output files for virtual printers) are bitmap files. We currently have a tool built ...
1
vote
0answers
91 views

XNA - Strange Texture Rendering Issue Using XNA BasicEffect [closed]

I have been reading and working through Riemers 3D XNA tutorials to expand my knowledge of XNA from 2D into 3D. Unfortunately I am having rendering issues that I am unable to solve and I need a point ...
-1
votes
1answer
111 views

Libgdx change color of Texture at runtime [closed]

i allready asked this on Stackoverflow, but i think this question may belong here. In a Libgdx game i have some Animations for my Player. All the Frames for this Animation are inside a TextureAtlas. ...
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vote
2answers
1k views

Converting DDS textures to TGA

I have a model which has textures in DDS format, but my game takes textures in TGA format. How can I convert the textures from DDS to TGA?
0
votes
1answer
110 views

XNA 4: RenderTarget2D textures getting transparent on fullscreen

I'm generating a Texture2D object using RenderTarget2D as in the following code public static Texture2D GetTextTexture(string text, Vector2 position, SpriteFont font, Color foreColor, Color ...
1
vote
0answers
103 views

libgdx - Image artifacts when downscaling image

Why does this border appear around the edges when I downscale a bitmap and how do I avoid it? I tried every filter I know, the results go from bad to worse. Here's the original bitmap:
1
vote
1answer
401 views

Textures selectively not applying in Unity

On certain imported objects (fbx) in Unity, upon applying a material, only the base colour of the material is applied, with none of the tiled texture showing. This isn't universal; on a test model ...
5
votes
2answers
428 views

How can I find the right UV coordinates for interpolating a bezier curve?

I'll let this picture do the talking. I'm trying to create a mesh from a bezier curve and then add a texture to it. The problem here is that the interpolation points along the curve do not increase ...
0
votes
1answer
60 views

Applying textures to 3D models

I want to apply textures to a 3D Model in XNA 4. Whatever I saw on the internet was to apply the textures in the modeling tool and then load the model (*.fbx) into XNA. Is it possible to load the ...
1
vote
0answers
206 views

Sphere Texture Mapping shows visible seams

As you can see from the above picture there is a visible seam in the texture mapping. The underlying mesh is a geosphere based on octahedron subdivisions. On that particular latitude, vertices have ...
-1
votes
1answer
93 views

How do I put different textures on different walls? LWJGL

So far I have it so you are running around in a box, but all of the walls are the same texture! I've loaded up other textures for the walls (I want the walls a different texture than the floor) but it ...
13
votes
4answers
2k views

Avoid double compression of resources

I am using .pngs for my textures and am using a virtual file system in a .zip file for my game project. This means my textures are compressed and decompressed twice. What are the solutions to this ...
2
votes
1answer
452 views

OpenGL 4D textures with bilinear interpolation

I want to use and interpolated 4D texture in OpenGL, i.e. a texture that is accessed with a texture coordinate vector (s, t, p, q) and interpolated linearly in every texture coordinate. The extension ...
1
vote
1answer
1k views

Displaying streaming video on dynamic texture

We are working in Unity 3D on pro licence and we are faced with the task to display streaming video as a dynamic texture in out Unity3D web project. We have a standard IP-camera , which is capable of ...
0
votes
1answer
83 views

Unifying Texture-, Bump- and Lightmapping

I would like to implement a rendering component that makes use of texture-, bump- and light mapping. Unfortunately, I am a little bit stuck on some implementation details. In particular, Does each ...
1
vote
1answer
86 views

GLSL: Noise via texture

I am trying to access a texture in a fragment shader to overlay this texture over a certain area. varying vec4 v_color; varying vec2 v_texCoord0; uniform sampler2D u_sampler2D; uniform vec4 ...
0
votes
2answers
62 views

Multiple colored textures vs Color Overlay

Let's say we're using DirectX 9/10/11. In our game we have a character wearing armor. The armor has 50 different color variations. So, if armor is red, the first method would load the red texture ...
0
votes
0answers
49 views

XNA alpha channel mask

I'm trying to highlight a portion of the screen, such that the entire screen is covered with a semi-transparent black mask but part of that mask is "cut out", kind of like it's being lit up while ...
0
votes
1answer
120 views

'Dynamic' textures?

I am creating a 3D game in Unity. The main game mechanic involves a large open world area. In various places throughout this world are billboards and other devices that would show 'adverts' etc in the ...