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

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1
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2answers
73 views

Is there a difference in the time taken to load one texture instead of many?

Is there a difference in the loading time of 16 256*256 textures versus a single 1024*1024 texture? Specifically for level loading time?
0
votes
1answer
632 views

Memory game - texture on cards

I'm new with Unity and I'm working on recreating memory game. I found this sample: http://xtasestudios.com/unity/samples (select "Memory"). I decided for C#. I've created my own card in Blender, ...
0
votes
0answers
114 views

DirectX My texture does work in my pixelshader

I got a bit of a mystery as I have a problem that should not be a problem. I am working on a fog feature which is similar to other things that I have done. Not very hard at all. The only real ...
0
votes
1answer
579 views

Unity3d iOS build - where are the textures?

First time building and running my Unity3D app on my iPhone and it appears that all the textures are missing. Everything is just a solid block of whatever color I made it. When running in Unity I ...
2
votes
1answer
252 views

Why are Texture2d arrays so expensive? [closed]

I'm building a 2d engine in C# and I have several static sprites that have multiple color variations. Ok, easy enough, I create the Texture2D images at start time, then stuff them into an array, and ...
0
votes
2answers
357 views

How to add a logo to a captured image?

I have a plane which contain a WebCamTexture and a button to capture the image script to capture the image void CaptureAndSave () { Debug.Log (Camera_panel_script.webCameraTexture); ...
0
votes
1answer
125 views

Get fragment from mouse position

I have a painting app for texture artists that I am working on. I am able to paint to a flat canvas that updates the texture of a 3d object in an object viewer. Now I want to be able to paint directly ...
1
vote
0answers
265 views

Reading Color data from UTexture2D in UE4

Here's my code: // get RenderTarget2D static ConstructorHelpers::FObjectFinder<UTextureRenderTarget2D> TargetObj(TEXT("/Game/Textures/RenderTexture")); // generate a UTexture2D CameraTexture = ...
0
votes
1answer
204 views

Are lightmaps also considered textures?

I want my game to support phones with max texture size of 1024 so my texture atlases are 1024. My question is: are lightmaps also considered textures and their max size must be 1024? Or they can have ...
2
votes
4answers
375 views

How can I scale up sprites but maintain visual quality?

I am using WebGL. I have an isometric grid which contains tiles. Some have 'tree' sprites on them. If I have my tree sprite loaded from a texture with a fixed resolution, when I zoom into the grid ...
0
votes
1answer
100 views

How to render specific FBO Texture attachment (assume attachment1) with 2 attached

Create FBO & its textures like normal. // FBO & Texture glGenFramebuffers(1, &mFbo); glBindFramebuffer(GL_FRAMEBUFFER, mFbo); glGenTextures(2, mTexture); for(int i=0; i<2; i++) { ...
2
votes
1answer
284 views

What is the performance impact of rendering a larger quad?

Lets say I have two planes and I textured them in blender with a 512*512 tiled texture. One plane is bigger than the other (for example, one plane tiles the texture 60 times but another only six ...
0
votes
1answer
47 views

How to get started with making textures [closed]

I have Photoshop CS6 (I haven't installed it yet), and I was wondering if there was a good book or tutorial on how to get started on making my own video game textures. SIDENOTE: I saw a question on ...
1
vote
0answers
78 views

SpriteBatch passing textures to GPU

How exactly (or, how often) are textures passed to the GPU shaders in MonoGame/XNA? I am asking because I was profiling a MonoGame/XNA application and noticed that the memory controller load (using ...
2
votes
1answer
454 views

Texture filtering: Is the minification or the magnification filter used when rendering at the exact texture size?

Suppose you have a texture where the minification filter is linear, but the magnification filter is nearest-neighbor (point filtering). If the texture is rendered at exactly 1:1 pixels, but at a ...
0
votes
3answers
226 views

Is there a way to scale a texture via GPU rather than by CPU?

For my game that I'm developing I want to have my cards dynamically drawn so if there is any changes done to them it could be drawn on the card itself. What I have currently is that the cards are ...
0
votes
0answers
55 views

manipulate textures in real time using GPU

I'm looking for some way (tutorial, library or build in option) to draw texture on JMonkey in real time. So I have 2 images one a normal texture that is fairly big(4000x4000) and another much smaller ...
0
votes
0answers
84 views

Lwjgl Textures Overriding true type font

I am making a game in java but I recently came across a problem when I bound my textures, my true type fonts would start copying the texture and i would just see a wall of color where my words had ...
0
votes
1answer
167 views

Jmonkey loading texture from fails

I have the following basic code: public void simpleInitApp() { Box b = new Box(1, 1, 1); Geometry geom = new Geometry("Box", b); Texture cube1Tex = assetManager.loadTexture( ...
1
vote
1answer
92 views

How to pass content through the project's structure efficiently?

so following situation. I have a project which is structured something like this. Game1 -> GameManager -> Module (multiple instances) During runtime units are being spawned in each instance of the ...
4
votes
1answer
846 views

How can I update a sprite sheet without affecting the sprites already being used?

Every time I overwrite my sprite sheet with additional or updated sprites, I have to reattach the textures to all of my Animations and Sprite Renderers. How can I update a sprite sheet without ...
2
votes
1answer
911 views

How to save file in assets so it can be properly loaded in Android Studio?

I am following a guide on creating a replica of Flappy Bird. - http://www.kilobolt.com/day-6-adding-graphics---welcome-to-the-necropolis.html The step I am having trouble is loading the texture from ...
0
votes
1answer
572 views

Multi texture obj files? [closed]

Im downloading some free 3d models off the internet to test things in my game. When I download the package, it gives me a bunch of texture files and the obj model. What I dont understand is what I do ...
0
votes
1answer
118 views

Textures not rendering on part of Cube [closed]

Hello all I have been trying learning opengl and have rendered a colorful cube and decided to texture it, now when I run the program the textures render on all of the faces except for the back face ...
1
vote
0answers
185 views

DirectX 11 GenerateMips only works with premultiplied alpha?

The GenerateMips method in the ID3D11DeviceContext allows generation of mipmaps at runtime, which is fine for fully opaque textures. However, when this method is used with transparent textures that do ...
0
votes
3answers
660 views

How to render grid properly, especially over distance?

I'm drawing a grid, pretty much like one can see in the Unity editor itself or any 3D-editor, many 3D-related applications and some games. But it doesn't look pretty in my case. I put a few random ...
0
votes
2answers
998 views

Unity3D Resize texture without corruption

I am currently working on a solution to make my game look very pixelated, like Doom or Quake. But there is a big problem. B.T.W I'm not using Unity Pro I render my camera to a 1920x1080 texture, ...
1
vote
1answer
156 views

Shader - Realtime texture masking

The first thing that comes in mind is masking using RGBA values. With this you can obtain this kind of textures and this kind of results. But with this, you can only store up to 4 masks inside a ...
0
votes
2answers
2k views

Resizing a Framebuffer Object (ie: its attachments) on Screen Resize

I have been experimenting with some post-processing effects and I have been using FBOs to store stuff. The problem is, I attempt to resize them when I change resolution. I get no errors, however the ...
2
votes
1answer
502 views

Trying to extract file icons and use as a sprite texture

I'm trying to extract file icons from the files inside a folder (eg: Program Files), and have them set as my Sprite's texture. I extracted the file icons, converted them to Bitmaps and then to byte ...
0
votes
1answer
216 views

Render model with meshes with materials and/or textures

I'm making a model class that is using Assimp in the background. I want my models' meshes to be able to have a material and an optional texture on top of that. Right now I'm doing it like this: for ...
0
votes
2answers
257 views

Why not just create very high resolution graphics and use them on all screens?

I'm creating a game with pretty basic graphics (numbers, blocks, words, and a few nice design elements for the logo and such). My question is: can I create everything in a very high resolution- say ...
1
vote
1answer
125 views

What's wrong with my method of getting intermediate rendering to my postprocessing shader?

I'm working on a project in OpenGL. Earlier this week, I successfully implemented Deferred Shading, but I'm not sure how to pass the information from the Deferred Shader to the Post Processing Shader. ...
1
vote
1answer
132 views

Texture Packer - Any way to make it combine intelligently

I am making a Pokemon Clone, using libgdx. I have the different types of sprites: e.g. Back, front, back shiny, and front shiny. The current way the Texture Packer combines the textures seems to be ...
1
vote
0answers
193 views

Lag when drawing single Texture multiple times in libGDX [closed]

I am building a game where you are basically drawing little dots on the screen with the help of the accelerometer. I am using a single instance of an Actor where I store the coordinates that needs to ...
0
votes
1answer
170 views

Texture2D.SetData Method Overload

Been reading up on various methods in the XNA framework, and found this one. I've done some Google searching, but I can't seem to find any information on how to use this particular method overload. ...
0
votes
2answers
840 views

32 bit or 16 bit textures

I'm trying to build some 2d character with Photoshop and Spine. By now, I have created some of my characters using 16 bit color depth images in Photoshop. Now, I wonder whether I have to use 32 bit or ...
2
votes
1answer
974 views

How do I change a Unity 4.6 Sprite's textureRect at runtime?

I'm using Unity 4.6, and I've made a sprite like this: AtlasFrameData frame = _testAtlas.GetFrameByIndex(0); Rect spriteRect = new Rect(frame.Position.x, frame.Position.y, frame.FrameSize.x, ...
0
votes
1answer
310 views

minecraft mapping from tibia OTBM file

I am new to minecraft modding but i program for a living and it looks quite simple to get around. I have this fantasy and a quick internet search shows im not the only one. For those of you who do not ...
0
votes
2answers
276 views

libgdx texture edge blending problem

I have two completely white bitmaps here: They're there, trust me. When I put one on top of the other and scale them down with TextureFilter.Linear I get this: How do I get rid of the dark ...
2
votes
1answer
196 views

Missing texture coordinates for channel 0 Fbx and XNA 4.0

I'm getting this error while trying to load a model in XNA 4.0 : Error 2 The mesh "transform1", using SkinnedEffect, contains geometry that is missing texture coordinates for channel 0. The model ...
6
votes
4answers
507 views

Keeping sprites nice and pixelated

How do I keep the sprites in my game nicely pixelated on screens of all sizes and resolutions? I use nearest-neighbor texture filtering when resizing pixels, but this works well only at really high ...
0
votes
1answer
119 views

Texture organization and budgeting for a HD Sprite Based Game [closed]

I've been making a game that features 2 traditionally animated playable characters, hd backgrounds, props, and extra special effect animations. Things have gone well so far, but I have a few questions ...
1
vote
1answer
75 views

XNA: “TextureCoordinate0” missing, but I'm not using textures

I'm trying to create a voxel game using XNA, but I'm getting a somewhat bizarre error when calling DrawIndexedPrimitives(): InvalidOperationException was unhandled The current vertex declaration does ...
1
vote
0answers
139 views

How do I fill a shape with a texture in Libgdx?

I am making a 2D racing game. I want to fill the area of the ground object with a texture. I have the shapes of the ground (a Box2D shape). If I make images of the ground with textures, it uses a lot ...
1
vote
0answers
191 views

How can I use a texture as a font in Unity3D

I am making a game in unity and I am trying to make a custom font for showing numbers. I created a png with the numbers, turned it into a material and added it to a custom font object. I set up the ...
0
votes
0answers
130 views

Flickering Textures

I have downloaded an FBX and its textures and imported them into my project. The problem I have is that the textures are flickering very much in my current scene whenever I move the mouse. I have ...
0
votes
1answer
617 views

Update DirectX 11 Texture Created in Unity Asynchronously in the Native (c++) Plugin

Sorry for the long question :D tl;dr version :) Is it possible to update DirectX 11 textures created in Unity asynchronously in a native plugin (C++)? I've written a plugin that retrieves data from ...
1
vote
1answer
466 views

NGUI Texture Background Font of Sprite

I am new to Game Development and using NGUI plugin free version. There are few sprite images in my game. I made them prefab and instantiated at runtime. then I created NGUI Texture and Made it ...
0
votes
1answer
239 views

My texture blends into one single color (DirectX11)

First thread on gamedev stackexchange. I am currently creating a cube with a single texture on each side. I got my cube up and running. But when I apply my texture, I get this: It blends the ...