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

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2
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1answer
173 views

How should I prepare for migration from D3D9 to D3D10 or D3D11?

I'm considering a Direct3D9 texture streaming solution, but my company will eventually be going to D3D11 in the future. I wanted to make my solution as forward compatible as possible, so I was hoping ...
0
votes
0answers
96 views

How to import a character with multiple parts into udk

I have a master chief model that I downloaded and rigged, and it has multiple parts. The body, helmet, and pieces of armor that go around his body are all separate objects that have separate texture ...
2
votes
1answer
276 views

Scaling textures with nearest neighbour without having to use seperate sprite batches

I'm interested in being to scale textures up via nearest neighbour. I can do this via a SpriteBatch.Draw() overload however this means that any other sprites drawn within that batch will also have the ...
0
votes
1answer
164 views

Apply a texture on a Box - jMonkeyEngine

How can i wrap a texture (for ex a 4x4 pixels) on a box (1x1x1) in such a way that the texture is repeated and not enlarged to cover all the surface. Geometry box = new Geometry("Box", new ...
1
vote
1answer
126 views

Telling my shader when to use which Texture

So I've just managed to get Texturing via GLSL shaders to work and i can pass a sampler2d textureHandler + my uv coordinates into my shader to specify the texture to be displayed on my Tiles. Now im ...
5
votes
1answer
303 views

How can I draw a perspective-correct quad?

I'm trying to draw a quad in 2D (in SharpDX, but that is basically XNA). But texture correction is not working, and I'm getting only an affine textured quad. I'm using BasicEffect to render it. ...
0
votes
1answer
269 views

Should I delete the textures I use in OpenGL ES 2 (Android)?

Say I have a skybox and the user can choose out of 2 sets of 6 textures (one for each face of the cube) to use on that skybox. For example if user selects set A, I load the textures ...
1
vote
3answers
88 views

Entity System Texture Rendering Performance Java

I use Artemis and LibGDX. I have the following two components which manipulate a texture: ComponentTexture // Stores the texture ComponentSource // Define a region for the texture, that will only be ...
1
vote
1answer
130 views

Anisotropic filtering on gbuffer textures for shading pass?

I have a OpenGL 3.3 deferred shader. For my geometry pass I have diffuse textures and/or normal map textures from my models and here I use max anisotropic filtering. But in my shading pass, where the ...
1
vote
1answer
40 views

2 Images, same object: tone difference and alignment

I would like to know a software which helps in post-production to calculate the general color/tone difference of 2 images. The images contain the same object, but arn't shot from the same position. ...
0
votes
1answer
144 views

What size textures do I need for a 2D grid based game if my tiles are larger than textures I have?

I'm building a grid-based game for iPad, and for usability purposes I've selected my game grid to be built of 75x75 squares. However, so far I've seen that the majority of (free)texture catalogs I can ...
1
vote
0answers
87 views

Texture not visible on particles

This is the first time I am working with particles (GL_POINTS) I am using kinematic equations and controlling their movement in vertex shader. I am following an example given in OpenGL 4.0 Cookbook ...
2
votes
2answers
154 views

Replicating no. of sprites without letting the app to slow down and crash

Is it possible that if I'm making a a simple drag-n-drop game, does making a new sprite via constructor with texture as a parameter makes the game slower and depletes more memory until it crashes or ...
1
vote
0answers
71 views

How can I open Monaco's world file? [closed]

So I am trying to get into Monaco's world file so that I can make overviews of the maps, however for some reason, it refuses to open. The file is a mdf file, located in ...Monaco\Mag Yes I have tried ...
7
votes
2answers
368 views

How many rendering passes is “normal”?

I've been implementing John Chapman's method for SSAO (an excellent tutorial by the way), and I've completed it all minus the final part: blurring it. I believe this is what the entire process should ...
1
vote
1answer
483 views

glGenerateMipmap confusion

I'm trying to get a grip on mipmaps with OpenGL. I believe I understand the concept, but when trying to have OpenGL generate them I wonder how it determines how many mipmaps to generate? Here's what ...
0
votes
1answer
34 views

Versions of GL and its device that don't display or required powers of 2 for the sprites

From this question aside from identifying possibilities of displaying images that don't needed to require powers of 2, what are the versions of GL that can actually display images even if don't needed ...
0
votes
1answer
95 views

Is it possible to display no white images/sprites when using the latest Android OS?

Was it okay to use Texture.setEnforcePotImages(false) in order to disable conditional width and height pixel size that requires power of 2? I'm planning to sell the game app at Google Play. I want to ...
2
votes
2answers
208 views

Workaround for Texture2D.GetData

I’m converting a game from XNA to iOS with Monogame. In the code snippet below, smallDeform is a Texture2D on which I call the GetData method. smallDeform = ...
3
votes
1answer
1k views

OpenGL - texelFetch vs texture

I know main difference between texelFetch and texture. But I have two question Is there some penalty with texelFetch ? Like not using cache etc. Is it the same, if I use texelFetch instead of ...
1
vote
2answers
140 views

How can I handle shadowing of a planet's rings by the planet itself?

I assume the most straightforward way to draw planetary rings (such as those around Saturn) is to use a texture that is transparent everywhere except for the rings, and then place the planet in the ...
0
votes
0answers
150 views

When should I set a texture as a shader resource in order to read it?

I'm writing a Direct3D 11 HLSL shader with SharpDX. What I want to do is write the depth to a texture in one pass and read it in the next one. After declaring the texture, do I have to set the depth ...
0
votes
0answers
27 views

Would it be possible to edit character models of a PS1 game, to be played on an emulator? [duplicate]

There are some abandoned PS1 oldies out there that I would love to see revamped with improved assets. I have some skills with some some modelling programs, so I was wondering if it would be possible ...
1
vote
2answers
161 views

How can I repeat a portion of a texture on a quad?

I want to repeat a selected part of the texture into a quad. I was looking at this thread, however the solution involved changing my HLSL. Is there any way to do it without changing my shader ...
0
votes
1answer
106 views

Using tex2Dlod to determine the appropriate size of the texture

We have a top-down game with fixed camera position. We also use orthographic projection so every model in the game will always be viewed from the very same angle and from the very same distance. The ...
1
vote
2answers
945 views

textures in tilemap games: use 2d planes or 3d objects? (example with Dragons of Atlantis)

How to create the textures in games such as Dragons of Atlantis? I was thinking about 2 ways: using 2d planes to save space and memory, using the color from the 3d software adding a very simple ...
1
vote
2answers
137 views

Application of classes with critical non-static fields in LWJGL

I'm going to be as specific about this question as I can. Ultimately, how is it that I apply a class that uses non-static fields in LWJGL? More specifically, I know that OpenGL is quite nearly more a ...
1
vote
0answers
129 views

Drawing cube map and texture array on NVidia cards doesn't work

I have small problem with shadow maps preview. After binding shadow framebuffer I bind proper texture to store depth in it and then render the whole scene. When I read that values in shader to ...
1
vote
1answer
370 views

How to create and populate a 2D Texture Arrays in DirectX11

I have generated a bunch of ID3D11ShaderResourceView that are a 2D textures that have a depth map screen shot for my lights shadows. I would like to take all of these textures and put them into a ...
0
votes
0answers
83 views

How to load all textures at startup in my game?

In my Android 2D game every level uses the same textures. Currently all my textures are loaded into memory in the onSurfaceCreated() method of my GLSurfaceView.Renderer when a level is choosen by ...
1
vote
0answers
92 views

Wrong UV mapping when using small textures and positions

I am using a really small texture (64x64) and when I use it as a UV map on my mesh, there are some incomplete lines from the color of the other side of the UV map rendered as well (in this case, ...
0
votes
0answers
116 views

Texturing Custom Meshes/Terrain?

Here's the scenario: I procedurally generate terrain on the fly, creating an isosurface which is an overlay on top of a scalar field of data points. These underlying data points are basically voxel ...
0
votes
1answer
135 views

Why do the ALPHA channel in TGA is not visible?

Good morning GDSE, I am loading a TGA using loadTGA function found in superbible 4th edition source code. Here is how the image looks in Gimp You can see I have enabled alpha channel in Gimp, I ...
1
vote
1answer
345 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 ...
0
votes
1answer
368 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 ...
0
votes
1answer
72 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 ...
0
votes
1answer
100 views

How can I animate a portion of the textures on a model?

I have a model to which I have attached multiple textures. Both textures are currently static, but if I want to move (or slide) the texture which is on the top (in UV space), is that possible? Maybe ...
0
votes
0answers
120 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 ...
0
votes
1answer
291 views

How to print Depth to a Texture2D and then read it in the next pass on a shader in DirectX11

I'm programming a two-pass effect in DirectX 11 (SharpDX). It's supposed to write the depth to a texture in the first pass and then use that texture to extract data on the second one in the pixel ...
0
votes
1answer
309 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 ...
6
votes
4answers
1k 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?
8
votes
2answers
625 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
1answer
501 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
1answer
35 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 ...
0
votes
2answers
197 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 ...
2
votes
1answer
197 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
1k 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 ...
0
votes
2answers
88 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: ...
1
vote
0answers
119 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 ...