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

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56 views

Slick - create new texture from part of existing texture

Say I have the following image: I want to resize this texture, so I can have resizable buttons with a texture. Now, as you can't repeat a certain area of an image in OpenGL, I have to create a new ...
2
votes
2answers
440 views

OpenGL - drawElements 2D imposible z-sorting (textured)

I am creating a 2D program in OpenGL 3.2 Now to render what I do is have a VBO for each texture and add the elements of the objects that use that texture to this vbo. Now as you know the order you ...
3
votes
1answer
458 views

Sprite sheet textures picking up edges of adjacent texture

I have a custom sprite routine (openGL 2.0) which uses a simple sprite sheet (my textures are arranged horizontally next to each other). So, for example, here is a test sprite sheet with 2 simple ...
6
votes
1answer
562 views

FBO rendering different result between Galaxy S2 and S3

I'm working on a pong game and have recently set up FBO rendering so that I can apply some post-processing shaders. This proceeds as so: Bind texture A to framebuffer Draw balls Bind texture B to ...
3
votes
1answer
162 views

Painting terrain with a selection circle

I don't mean putting a circle under a unit like done in an RTS, that's fairly simply done with a scenegraph(-like structure). What I'm referring to is selection circles for things like Area of Effects ...
3
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1answer
57 views

Is point texture filtering the same as nearest?

Is point texture filtering the same as nearest (different names for the same technique)?
0
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1answer
105 views

Is there a need to set the parameters again when updating a texture?

Suppose that I'm developing the class COpenGLControl here in code guru to use it for showing a 2D texture in an MFC CPictureControl. and after applying some filters on the image, I will update the ...
-3
votes
1answer
146 views

How to shoot lasers from Ship(XNA)?

I want a code which allows me to shoot multiple lasers from my Ship. Its a 2D game and the laser TEXTURE2D moves in a straight line. My Solution: I use List<> class of my Laser Class. ...
4
votes
5answers
475 views

Why don't we use the whole color depth for normal maps?

All normal maps I've seen are pinkish or bluish. So it seems like only a short color range is used. Why do game developers give away so much precision? Update: The short answer is, that technically, ...
8
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3answers
333 views

Why is it possible to encounter a texture coordinate greater than 1 or less than 0

I'm studying a text about texture mapping and in the preparing to draw session, I read: Define the texture wrapping parameters. This will control what happens when a texture coordinate greater than ...
0
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0answers
123 views

Cryengine 3 textures display in yellow

I just started to work with Cryengine 3 . But I have a display problem. this is a picture of how I look like inside the game. Notice that the gun is displayed in yellow. This happens also if I put ...
1
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1answer
224 views

Sprite sheet resolutions and Tile Maps

I am making a game using Cocos2d-x and want to support multiple mobile phone resolutions and sizes. Right now I have made my game sprite sheets set on a resolution of iPad Retina's resolution of ...
5
votes
4answers
2k views

Tool to convert Textures to power of two?

I'm currently porting a game to a new platform, the problem being that the old platform accepted non power of two textures and this new platform doesn't. To add to the headache, the new platform has ...
1
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1answer
161 views

HLSL Textured Light: outputs only a specific part of the texture (new problem)

Problem 1 I am trying to create a spotlight that instead of giving the circle within the spotlight a simple color, applies a texture to it. However, where the texture is supposed to be is only a ...
1
vote
1answer
203 views

Converting data file of Sprite Atlas from JSON to Cocos 2D

I have an existing Sprite Atlas with its data file in JSON format. How do I convert it for use with Cocos 2D and other frameworks ? I tried poking around in Texture Packer which supports publishing ...
0
votes
1answer
127 views

Monogame/SharpDX Texture2D doesn't hold value

The problem I have discovered is most likely between classes, so I dont really have much option but to post the whole code here: https://www.dropbox.com/sh/smyw9t1ap3by2vd/pBX-aJJ-Qx I have been ...
1
vote
1answer
525 views

Abstracting entity caching in XNA

I am in a situation where I am writing a framework in XNA and there will be quite a lot of static (ish) content which wont render that often. Now I am trying to take the same sort of approach I would ...
-1
votes
1answer
137 views

OpenGL: How to map textures to geometry without using filter parameters

following my another question I have studied in the documentations that I should use this procedure : Define the texture filter parameters. This will control what happens when a texture is scaled ...
2
votes
1answer
228 views

What happens when a texture is too large for a device

The question is two fold: What happens on a device when a texture is too large for it to handle? Will it crash or simply downsize it? In Unity if I use texture atlases of size 4k and then set ...
1
vote
1answer
63 views

Export object or scene with textures

Is there a way to export or publish some work to a folder so somebody else can open the .max file and does not have to reassign all the textures again? My problem is that i used lots of textures ...
1
vote
2answers
278 views

How to flip a quad (openGL es 2.0 Android / Java)

bHow would one go about 'flipping' a quad i.e., either horizontally or vertically? (Just a single quad, not everything in view). I know how to rotate a quad, this is my rotation method: public void ...
3
votes
1answer
231 views

Creating specular maps for textures

How does one usually go about this? Is this something that generally an artist has to do manually, or are there decent procedural methods (such as with normal mapping where one can look for gradients ...
0
votes
0answers
232 views

Trouble with textures in Unity and Android

I am trying to dynamically create textures of a single (random) color via script. In the Windows Editor it works, but in Android it fails and my Quad gets a magenta color (i.e. missing texture). I am ...
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votes
0answers
56 views

XNA HLSL no model textures

I am using XNA and HLSL to render all the models in my game, so far there is only one, a flashlight. My flashlight model is a .fbx file type, and it loads the model in the game perfectly fine. ...
5
votes
4answers
3k views

Can't understand these UV texture coordinates (range is NOT 0.0 to 1.0)

Hey, hello guys, I am trying to draw a simple 3D object generated by Google SketchUp 8 Pro onto my WebGL app, the model is a simple cylinder. I opened the exported file and copied the vertices ...
0
votes
0answers
61 views

2D leveldesign R.U.B.E Editor problems

I'm new here and first of all i want say hello Me and my brother are working on an android game at the moment and we get better and better every day (we startet from the scratch...). I finished our ...
6
votes
3answers
2k views

Batch conversion of PVR to JPEG (or similar)

The command line PVRTexTool works very well for getting textures into a PVR format, but I need a way of going the opposite directions. Does anyone know of a good command line tool (or GUI with a batch ...
0
votes
3answers
581 views

Is it legal to reuse a 3D model as long as it has a new texture?

If I create a 3D model and texture for a client, say a house. Can I reuse that same 3D model, but apply a new texture and then legally use that in my own game? Is that enough of a difference? ...
1
vote
1answer
75 views

OSX Based Equivalents for Stacking Normal Maps?

I've been looking for an OSX based alternative to the Windows based xNormal and NVIDIA textures tools for stacking normal maps in photoshop. Can anyone recommend something, whether it's a standalone ...
3
votes
5answers
728 views

XNA 2D Spritesheet drawing rendering problem

I'm making a tile-based game, using one spritesheet containing all tile graphics. Each tile has a size of 32x32 pixels. The main problem is: when I draw the tile to the screen, if the tile position x ...
1
vote
1answer
171 views

Why does calling GL.Color4 result in a blank screen?

I am learning OpenGL using OpenTK and VB.NET. I made a square with a texture: GL.Begin(BeginMode.Quads) GL.TexCoord2(0.0, 0.0) GL.Vertex3(-1.0, 1.0, 0.0) GL.TexCoord2(1.0, 0.0) ...
2
votes
1answer
433 views

Trouble with UV Mapping Blender => Unity 3

For some reason I am getting nasty grey edges around the edges of rendered 3D models that are not present in Blender. I seem to be able to solve the problem by reducing the size of the UV coordinates ...
1
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0answers
67 views

Textures occasionally rendering twice on a particular face [closed]

I am learning how to render 3D objects using webgl (no third-party libraries). I am currently facing a very confusing situation however, where my textures are rendering apparently twice over a ...
3
votes
1answer
258 views

How do I use more than 32 textures in my game?

I'm building a game in OpenGL, relying on shaders as much as possible because python. However, I think I've been working under a misunderstanding of OpenGL since I started. I've abstracted stuff into ...
1
vote
2answers
204 views

LWJGL - If I use VBOs what can I do about separate textures?

So basically this is my problem: I am creating a game that needs a texture for each object. Now I would use a sprite sheet but the textures are different sizes. I am using VBOs and I need to some how ...
1
vote
1answer
131 views

Visual artifacts on long distance on plane

I'm making a voxel game in XNA, and have filthy visual artifacts on long distances. I use 2048*2048 atlases. I'm already using mipmaps and 16x anisotropic filtering. I've read this blog post, but ...
-1
votes
1answer
200 views

Storing texture ID's for fast global retrieval [closed]

Simple question: What is the fastest way to retrieve a texture ID, given an enum value? Say I have 100 textures, what would be the fastest way to get one texture ID? Make a texture manager with a ...
1
vote
1answer
448 views

OpenGL FBO, render off screen and texture

I need to do some offscreen render to use the rendered image in something different from OpenGL context (for instance I need to use the image in a QListWidgetItem inside a Qt application). After ...
3
votes
1answer
79 views

Texturing a quad

Drawing a quad with a texture mapped to it with the fixed OpenGL pipeline is one of the easiest things to do in OpenGL. And for some madmaking, mysterious, dumb reason I can't get it to work. I ...
1
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0answers
64 views

Directx Texturing problem [closed]

I've recently started exploring Directx 11. I'm almost done the introduction so I started making my own *.obj parser and it works beautifully. I accounted for the right-hand coordinate system of 3ds ...
5
votes
2answers
327 views

Automated texture mapping

I have a set of seamless tiling textures. I want to be able to take an arbitrary model and create a UV map with these properties: No stretching (all textures tile appropriately so there is no ...
2
votes
2answers
141 views

Are global shader variables slower than texture look ups?

I want to send quite a bit of data to the GPU, the data will never change (or will change very rarely) after it has been created. Is there a performance impact to using global shader variables or ...
4
votes
1answer
209 views

Creating rectangles from the inner part of a texture2D

Ok, this may be hard to understand, but I'll do my best. You will see that the first image is a normal mario, and the other is the result I am looking for. I'm trying to find a way to extract ...
2
votes
1answer
253 views

XNA 4.0 Multiple Textures on same Vertexbuffer

I have been messing around with XNA for a long while now, but have never really done much more than just copy/pasting tutorials and editing those. Since a bit I have been trying to really start to ...
-2
votes
2answers
230 views

Procedural World Generation [duplicate]

How does Minecraft generate it's texture (ex. which block is grass and which one is stone)?
8
votes
1answer
3k views

Max texture size Android : which settings for 2048x2048?

I want to use a texture atlas of 2048 x 2048 in my game, and I would like to warn the users with a "too low" device to not download the game. With a texture atlas of this size, what requirements ...
0
votes
1answer
112 views

Accessing and changing texture data in SlimDX

How can I access and change texture data in SlimDX? I have a Texture2D and a Texture3D and I need to be able to go in and change either a single or group of pixels.
3
votes
0answers
190 views

Is there a way to start (not) caching textures *now*?

Procedural textures with substance seem to update very quickly if you turn off caching, modify one exposed variable at a time, modify it frequently, and even then only after you've attempted to modify ...
2
votes
1answer
418 views

How to tell what part of a 3D cube was touched

I am writing a rather simple android game and I am implementing Open GL to draw a 3D cube that spins upon the X, Y and Z axis and I need to know where the user has clicked on the texture of the cube. ...
2
votes
1answer
127 views

Resolution independence - resize on the fly or ship all sizes?

My game relies heavily on textures of various sizes with some being full-screen. The game is targeted for multiple resolutions. I found that resizing textures (downsizing) works quite well for this ...