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

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2k views

Why does OpenGL seem to ignore my glBindTexture call?

I'm having problems making a simple sprite rendering. I load 2 different textures. Then, I bind these textures and draw 2 squares, one with each texture. But only the texture of the first rendered ...
3
votes
1answer
280 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) ...
3
votes
2answers
461 views

Having the same texture data in different ID3D11Texture2D

Sorry if this has been answered elsewhere - I'm rather new to DX. My question concerns conservation of resources - specifically textures in VRAM. I assume that upon returning from a call to ...
3
votes
2answers
872 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 ...
3
votes
1answer
2k views

AndEngine Moving a Connected Texture and Physics Body

In AndEngine, many times we create a TextureRegion for our sprite. We can move this region around the scene but when I connect that region to a physics body I end up being able to use either one to ...
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3answers
511 views

How can I render something like the swirling clouds of Jupiter?

The effect should be as similar as possible to this, though it does not need to be at planetary scale. I was thinking that it could be done offline via particles, perhaps by directing their motion ...
3
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1answer
523 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 ...
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2answers
930 views

How do I tile a specific region of a sprite?

I have a sprite that I use as a sprite sheet, where regions of the image represent various UI elements (window corner, border, background, etc.). I want to use a certain region of that sprite as a ...
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1answer
3k views

How do I create a decal system?

I'm currently given the task to design & create a simple decal-system in C++/DirectX. Does anybody know a great tutorial, article or paper to start with? (Especially the part about 2D-texture to ...
3
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1answer
803 views

Why do Pool.Default D3D volume textures take memory from my process?

I am working on a Direct3D rendering application that uses a lot of texture RAM. I notice that if I allocate a Pool.Default volume texture: _texture = new VolumeTexture(device, size.Width, ...
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votes
1answer
753 views

iPhone/OpenGL-ES partially texture mapping an object

I only have a basic understanding of OpenGL, so I'm probably showing my ignorance here. I'm looking for a great iPhone/OpenGL-ES example of applying a texture (preferably from a texture atlas, but ...
3
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1answer
586 views

Can Unity support / use textures that are not square?

I have been told by another highly skilled Unity artist that Unity cannot efficiently handle non square images. Since that doesn't sound right to me, I wanted to get a second or third confirmation to ...
3
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1answer
165 views

Desaturate texture using mask in OpenGL 2

I have a very large texture i am using as background and i want to apply a filter to a small part of it, the "small part" is defined by the alpha layer of another texture i have (which is still ...
3
votes
1answer
318 views

Applying a noise texture to distort edges

I asked this question over on StackOverflow but then found this site, and it's probably better suited to here. I'm trying to implement Sketchy Drawings. I'm at the part of the process which calls ...
3
votes
2answers
221 views

Optimal way to store coordinates of a random point in 3D space in a texture?

A quick question: there is a well-known approach to store 3d point in space in a texture as a distance between camera and an object (deferred rendering). But it implies that the object lies on a ray, ...
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votes
2answers
2k views

How do I use TextureRegion?

I can't understand how to use texture region. I have a png file which has images (sprite sheet) and I must "extract" every image I want. From here it just says TextureRegion(texture, 20, 20, 50, ...
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votes
1answer
298 views

Texture prefetching in GLSL

I have a fragment shader which needs lots of semi-random access to 32x32 texture patch. Fortunately, the patch is constant for each poly, so there should be no issue storing the whole thing to the ...
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votes
2answers
156 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 ...
3
votes
1answer
1k 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 ...
3
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1answer
239 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 ...
3
votes
1answer
1k views

XNA: Retrieve texture file name during runtime

I'm trying to retrieve the names of the texture files (or their locations) on a mesh. I realize that the texture file name information is not preserved when the model is loaded. I've been doing ...
3
votes
1answer
3k views

Loading textures in OpenGL makes everything look darker

I don't know what I'm doing wrong but I'm having a big a problem with GL_TEXTURE_MIN_FILTER when loading textures for my scene. I'm doing a skybox, but that's irrelevant because the problem exists ...
3
votes
1answer
61 views

Maya/Unity - See through models

I've recently modeled my character inside Maya; here's an image. The first thing I noticed whilst creating my model is that the models could be seen through source 1, after doing a little research ...
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votes
1answer
68 views

How can I create random noise that is seamless across modular game assets?

Does anyone know how I can create a texture for a modular tile, such that when the tiles are arranged, random weathering effects such as scratches will be continuous across seams? An example photo ...
3
votes
1answer
636 views

Total Texture memory size iOS / OpenGL ES

My team is running into an issue where the amount of texture memory allocated via the glTexImage2D is high enough that it crashes the app ( at about 400 MB for iPhone 5). We're taking steps to ...
3
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1answer
143 views

How can I animate characters' static-geometry eyes?

Here's a Nintendo example: Specifically, the animation of the pupils seems not to animate the geometry. How is this done?
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1answer
724 views

How can I use a Texture2D larger than 2048 x 2048?

I'm having issues working with a large image. I've read other threads on using images larger than a Texture2D supports, but found nothing that addresses my problem specifically with implementation ...
3
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1answer
330 views

How are Volumetric Effects made within games? (e.g. Smoke/Fire)

For computer generated volumetric elements such as clouds, fire, and whitewater. How are they made? Is it just a simple collection of particles [put to pixels] taken from Physics equations or are the ...
3
votes
1answer
436 views

Texture mapping a complex object on openGL ES

I dont have much experience with openGL ES (or openGL), but i do get the general idea of texture mapping, which is each vertex should be mapped for the relevant UV coordinates of the texture we choose ...
3
votes
1answer
780 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
votes
1answer
1k views

Skysphere to Skybox Texture Conversion

I am working on a hobby project and implemented a skybox, no big deal. Now I bought (licensed) a few really nice sky textures. Unfortunately the textures are projected for a skysphere. I could ...
3
votes
2answers
10k views

Unity Android: Truecolor texture performance hit and alternatives for truecolor

After integrating the graphics assets to my application, I noticed that when the textures are compressed they look very bad compared to truecolor. This happens to all the textures and it did not seem ...
3
votes
2answers
1k views

Need to produce an animated texture of Water where each image tiles in all directions

I need to produce a 2D 'animated' texture of "water" for a game in which each image tiles in 'all' directions, much like those produced by the Caustics Generator, but with the power and flexibility of ...
3
votes
1answer
2k views

Z Order in 2D with orthographic projection and texture atlas

I am working with a 2D game in OpenGL ES and have a question about z-order together with a texture atlas. I am using an orthographic projection because I want pixel-perfect rendering of 2D sprites, ...
3
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1answer
415 views

Fourth texture = segmentation fault

I keep on getting segmentation fault each time I load fourth texture - what type of texture, I mean filename, does not matter. I checked value of GL_TEXTURES_STACK_SIZE which turned out to be 10 so ...
3
votes
1answer
1k 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
2k 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 ...
3
votes
2answers
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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 ...
3
votes
1answer
273 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 ...
3
votes
1answer
1k views

Is it possible to animate the texture of a model?

Below is how far I've got. I just made a simple block with user primitives to test it. But I haven't found a way to crop the spritesheet. textureLava = frames[activeFrame]; This line is how I want ...
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votes
1answer
1k views

“Clone” a RenderTarget2D?

I see that some XNA resources implement ICloneable (namely the Effect class) but textures don't. I have encountered a situation where I need to make a complete copy of a RenderTarget2D texture and use ...
3
votes
1answer
762 views

How do you get textures out of a png file

I have 1 png of many different textures. I want to use these textures in my iphone game using cocos2d. I found the program "Zwoptex" where you can combine many textures to one png and create a plist ...
3
votes
2answers
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blending alpha textures in gluOrtho2D

i'm doing a simple game/application with some minimal 2d graphics: png textures and ploygons with standard glVertex calls my setting: glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(0, w, ...
3
votes
3answers
587 views

Skybox Development Help

I'm a freelance game designer, and I can't afford to hire someone to do skyboxes for me. However, I am unable to do them my self. Let's say I have a texture that can be tiled on four sides... If I ...
3
votes
2answers
53 views

SDL2 not rendering larger texture to smaller texture

With SDL2 I created texture1 of 28800 x 28800 which contains a drawing of a grass background all over the texture. Then I created texture2 of 2880 x 1620. Then I set the render target to texture2. ...
3
votes
1answer
58 views

How do I control texture appearance based on game play events?

In an FPS I am developing, I am procedurally altering the appearance of textures based on game play events, and would like to know if the way I have implemented this was a good idea. Right now, on ...
3
votes
1answer
163 views

Texturing in OpenGL, Should texture coordinates be assigned to vertices in the shader?

I attempting to texture 3D models (a cube for example) using ibo’s, with OpenGL in Java. Currently, my textures are distorted. I believe this is because only a single texture coordinate is being ...
3
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3answers
402 views

Can you offset the horizontal flip in SpriteEffects XNA?

As the title suggests I need to know if there is a way to offset the SpriteEffects.FlipHorizontally component in the XNA draw method. My reason for this is the sprite I am attempting to flip is not ...
3
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4answers
345 views

Optimizing Texture Text Rendering?

I have an implementation currently that stores each letter as it's own separate texture, usually only a couple pixels in width and height. So this has some problems as i am unable to do a batch ...
3
votes
1answer
123 views

How can I switch between texture atlases based on the iOS version?

How can I switch between atlases (with different resolutions) in Unity based on the runtime iOS version?