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

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3
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2answers
760 views

One single texture atlas?

When I want to use texture atlasing, should I try to place all of my sprites into one single texture atlas? Or are there times when I should have multiple smaller texture atlases?
0
votes
0answers
2k views

GLSL Shader Texture Performance

I currently have a project that renders OpenGL video using a vertex and fragment shader. The shaders work fine as-is, but in trying to add in texturing, I am running into performance issues and can't ...
1
vote
2answers
646 views

Updating texture memory via shader?

What the title says.Is it possible to update a texture via a glsl shader ? Something like : //Read vec4 Pixel = texture2D(TextureID,gl_TexCoord[TextureIndex].st); //Write to texture memory ? vec4 ...
2
votes
3answers
489 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
2answers
1k views

How do I draw a single Triangle with XNA and fill it with a Texture?

I'm trying to wrap my head around: http://msdn.microsoft.com/en-us/library/bb196409.aspx I'm trying to create a method in XNA that renders a single Triangle, then later make a method that takes a ...
1
vote
1answer
265 views

Texture switching with a entity system

I'm using thinking of using an entity system in my game. So far I've been using Artemis with success. However, I have a question about texture switching. I read that switching textures too often is ...
3
votes
2answers
286 views

Textures on top of other textures when using VBOs

I'm currently making a cube style game. With chunks being drawn with VBOs. I'd like to know if there is a way to create an overlay texture on top of the existing texture without the need to rebuild ...
0
votes
1answer
175 views

Rendering two textures with blending and alpha test

What I am looking for is the following: I have a circle on a square image, alpha is 0 at the corners and also a square shadow, alpha is 0 everywhere else I would like to have as final result a ...
3
votes
3answers
414 views

How can I view an R32G32B32 texture?

I have a texture with R32G32B32 floats. I create this texture in-program on D3D11, using DXGI_FORMAT_R32G32B32_FLOAT. Now I need to see the texture data for debug purposes, but it will not save to ...
3
votes
1answer
598 views

How to load data for specific level at runtime?

I'm trying to create a game with many levels loaded from XML files. In my game I have many objects in each level. At present my game contains 20 levels, and I load all the textures at once on ...
3
votes
2answers
120 views

Is it possible to index different vertex attributes with different index buffers?

Let's say I've got a vertex which is part of many triangles. I can just reference those with an index buffer. But is it possible to share it's position but have different texture coords for each ...
0
votes
1answer
549 views

Making a surface transparent from blackness of texture

I am making a "halo" shader in unity using GLSL. And I've come to a roadblock. What I need to do is take a texture, like the following, and make it transparent according to the darkness of it. And I ...
0
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2answers
294 views

Do rendered-to-textures need to be bound when being drawn to?

In OpenGL, if I'm rendering to a texture using a framebuffer, do I have to have that texture bound while I'm rendering to it? In code: glBindTexture(...); glTexImage2D(...); glBindFramebuffer(...); ...
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vote
3answers
165 views

Material usage, one per model or per object?

Is it better (memory, time (of developer), space) to use single model that is unwrapped and uses a single material or to break a model down into appropriate bits, each with their own smaller ...
3
votes
2answers
2k views

How many textures can usually I bind at once?

I'm developing a game engine, and it's only going to work on modern (Shader model 4+) hardware. I figure that, by the time I'm done with it, that won't be such an unreasonable requirement. My ...
1
vote
2answers
142 views

How to handle dynamic unit color?

I'm working on a 3D real time tactics wargame and a primary feature is military customisation. As part of the customisation, I would like to have the player be able to change some of the colors of the ...
3
votes
2answers
498 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
308 views

Silly question about perspective correct texture mapping

OK, I'll admit, the math on a perspective projection matrix is quite hairy for me, but I get the general gist of it: morph the object so that it looks... perspective-ish. But there is one thing which ...
0
votes
1answer
1k views

Texture displays on Android emulator but not on device

I have written a simple UI which takes an image (256x256) and maps it to a rectangle. This works perfectly on the emulator however on the phone the texture does not show, I see only a white ...
1
vote
1answer
312 views

XNA - Drawing zoomed 2D sprites

I have a tile based game. Each tile texture is loaded and then I draw each one next to the other, forming a continuous background. I actually followed this tutorial for the xml files. ...
2
votes
1answer
460 views

How to save an arbitrarily large image to a file in XNA?

I have built a level editor for an XNA-based Megaman clone I am working on and one of the features I would like to implement is the ability to save a full-resolution map of the entire level (like this ...
4
votes
2answers
269 views

Is it possible in HLSL to use bitfields?

I have in memory a representation of my 2d GameMap (think of a Scorched Earth like landscape). The map is made up of MapElements, a MapElement is made up of 64 bits defined like struct MapElement { ...
0
votes
1answer
132 views

UV Mapping in Autodesk Maya 2011 goes wrong

I'm always struggling with UV mapping, I'm still a student though. When I am creating a UV map the texture on the object always seems to be very low resolution... does anybody know a very good ...
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vote
2answers
480 views

GL11.glTexCoord2f(1.0f, 1.0f); 1.0f screws the image up

I recently started using LWJGL in my java programs for the graphics. I'm currently working on a simple game, which I make, to get better at this kind of programming. I ran into some trouble when ...
4
votes
1answer
136 views

XNA4 - Trouble updating part of a Texture2D

I have a big Color[] ColorMap in memory (1280x720), and I have a Texture2D that I've uploaded this ColorMap to. I update parts of the in-memory ColorMap, and want to upload those changed parts to the ...
0
votes
1answer
756 views

OpenGL Texturing Isn't working: displaying just white

Basically, see the title: for whatever reason, I load a texture into OpenGL, bind it, draw a quad with texture coordinates specified, and the quad remains totally white regardless of what the texture ...
0
votes
1answer
137 views

Editing dds mip maps?

What free software can do this? There's the Nvidia plugin for photoshop but I don't have photoshop :/.
3
votes
1answer
202 views

Why did an Android update disable the textures in my game?

I recently updated my tablet to Android 4.0.3 and now the textures for my game do not show up. I'm using OpenGL-ES 2.0 for my engine. It worked fine when I was running android 3.0. Is there any ...
2
votes
1answer
636 views

Opengl drawing a section of a texture stretched over a quad

Current Situation I have a spritesheet loaded in for a texture when drawing the specific portions of the sheet that I'd like to have on my quads I do some simple math to get their location on the ...
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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
395 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
362 views

How to remaster a retro game's graphics?

I want to remake an old game, which graphics is pretty old (1980s game), and I want to make a "HD version" of it. Of course, the game will have an "old graphics" setting, but I want to remaster the ...
7
votes
1answer
851 views

What technology does Starcraft 2 use render its maps?

I've got a map that is being procedurally generated at run-time and I'm currently investigating methods of rendering this map. I've taken an interest in the look of Starcraft 2 and I'd like some ...
-1
votes
2answers
517 views

XNA - How do I change the texture of a 2D object?

I am on to make a table game, I successfully figured out how to make the arrow and to move the cursor on it (by tiles). Now I wanna find out how to make that if I hit the Enter key the tile's texture ...
4
votes
1answer
283 views

Loading a series of PNGs as a texture

If I have a series of PNGs that I'd like to use as a single animated texture, would I be able to use them as they are, or would I first need to convert them to a different format, like a single TGA?
0
votes
1answer
156 views

Image Processing in game engines

I'm going to try and use GEGL to allow real-time texture manipulation on an open-source 3D game engine. What are the most common and most needed operations used on images, textures in game engines? ...
5
votes
1answer
241 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 ...
10
votes
2answers
414 views

How can I generate a texture that looks like left-over tea leaves?

We are working on a project for iPhone and Windows Phone 7 where we'd like to be able to generate tea leaves at the bottom of a cup. It doesn't have to look photo-realistic, and actually cartoon-y is ...
4
votes
1answer
2k views

How to correctly export UV coordinates from Blender

Alright, so I'm just now getting around to texturing some assets. After much trial and error I feel I'm pretty good at UV unwrapping now and my work looks good in Blender. However, either I'm using ...
23
votes
6answers
5k views

Why are textures always square powers of two? What if they aren't?

Why are the resolution of textures in games always a power of two (128x128, 256x256, 512x512, 1024x1024, etc.)? Wouldn't it be smart to save on the game's file size and make the texture exactly fit ...
2
votes
3answers
1k views

How do I load a texture in OpenGL where the origin of the texture(0, 0) isn't in the bottom left?

When loading a texture in OpenGL, how do I specify the origin of the data I am loading? For example, how would I load a Targa that has it's origin at the top left instead of the bottom left of the ...
2
votes
2answers
2k views

2D Collision masks for handling slopes

I've been looking at the example at: http://create.msdn.com/en-US/education/catalog/tutorial/collision_2d_perpixel and am trying to figure out how to adjust the sprite once a collision has been ...
12
votes
1answer
2k views

Procedural Mesh: UV mapping

I made a procedural mesh and now I want to apply a texture to it. The problem is, I cannot get it to stick the way I want it to. The idea is to have the texture painted only once over the whole ...
1
vote
1answer
849 views

Why doesn't my texture display with this GLSL shader?

I am trying to display a DXT1 compressed texture on a quad using a VBO and shaders, but I have been unable to get it working. All I get is a black square. I know my texture is uploaded properly ...
5
votes
1answer
2k views

Sidescroller variable terrain heightmap for walking/collision

I've been fooling around with moving on sloped tiles in XNA and it is semi-working but not completely satisfactory. I also have been thinking that having sets of predetermined slopes might not give me ...
3
votes
1answer
178 views

Preventing banding textures in DirectX

I have a 3D scene that I've tried rendering in Direct3D 10 and using WPF's 3D framework. Obviously, going directly to Direct3D is producing far better performance but I am getting banding which ...
1
vote
0answers
203 views

D3DX11CreateShaderResourceViewFromFile returns E_FAIL

When trying to create a texture, my call to D3DX11CreateShaderResourceViewFromFile keeps returning E_FAIL. To me that's about as generic as it gets, and I can't figure the problem out. The code looks ...
0
votes
2answers
1k views

merge textures 2D , in Xna

i try to learn Xna, but now i have problem: In my simple 2D game i have tile engine, using SpriteBatch.Draw(Texture2D, Rectangle, Nullable<Rectangle>, Color, Single, Vector2, ...
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
385 views

Top-Down Racing Game C++

I'm creating a Top-Down Racing Game in C++ using GLUT/OPENGL and SOIL first of all I just wanted some opinions on how the track should be done. I was thinking about using a tile-map and so far I've ...

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