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

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1k 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
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 ...
3
votes
1answer
235 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
681 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 ...
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votes
2answers
2k views

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
488 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
3answers
54 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
votes
1answer
74 views

Is point texture filtering the same as nearest?

Is point texture filtering the same as nearest (different names for the same technique)?
3
votes
1answer
137 views

How to categorize textures into atlases

I am going to use texture atlasing for the first time in my games, and at first it seemed like a great idea to split textures into atlases by categorizing them by terrain themes e.g ForestTextures, ...
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votes
5answers
819 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 ...
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votes
1answer
1k views

How do I generate mipmap .png and model .obj files for LibGDX?

I'm playing a bit with LibGDX (OpenGL ES 2.0 wrapper for Android). I found some sample code which used prepared files to load models and mipmap textures for them, e.g., at ...
3
votes
1answer
789 views

GLSL custom interpolation filter

I'm currently building a fragment shader which is using several textures to render the final pixel color. The textures are not really textures, they are in fact "input data" to be used in the formula ...
3
votes
1answer
495 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? ...
3
votes
1answer
748 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
402 views

Hashing 3D position into 2D position

I am doing volumetric raycasting and curently working on depth jitter. I have 3D position on ray and want to sample 2D noise texture to jitter the depth. Function for converting (or hashing) 3D ...
3
votes
1answer
2k views

Is it possible to import UV-maps in Unity3D without manually importing the associated texture?

When i import an object from Maya with a defined UV-map i have to manually import the texture (image) and assign it to the material. Is there a way to keep the materials texture reference from Maya ...
3
votes
1answer
80 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?
3
votes
1answer
152 views

Rasterization Rules and States

This thread directly concerns lightmap generation; however, indirectly, the rasterization of polygons by the GPU. I am currently generating lightmaps using a pixel shader. To the shader I send 3 ...
3
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1answer
310 views

How do I generate a mipmap for a texture loaded from a stream?

I am loading a Texture2d from a stream: public static Texture2D GetTexture(GraphicsDevice dev, System.Drawing.Bitmap bmp) { Texture2D texture; using (MemoryStream s = new MemoryStream()) ...
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1answer
155 views

Implement Displacement Mapping: Gaps along seams

I am implementing Displacement mapping using DirectX 11 with its new tessellation stages. Diffuse map and displacement map are generated by xNormal. The result after I applied displacement mapping is ...
3
votes
1answer
151 views

Scaling and rotating texture onto another texture by raw buffer data

I've been messing with C++ AMP and OGRE in attempt to make writing to/altering textures to my liking easier on my behalf. In this I've been trying to draw a texture onto my "dynamic" texture with ...
3
votes
1answer
225 views

XNA windows phone release black textures

i just made a 3d game in XNA for windows phone 7. I build it in release mode on visual studio 2010 and suddenly when I run game there is no textures on models - 2 models are black and one is ...
3
votes
1answer
158 views

Algorithm for approximating sihlouette image as polygon [duplicate]

Possible Duplicate: Is there any heuristic to polygonize a closed 2D raster shape with n triangles? I want to be able to analyze a texture in real time and approximate a polygon to ...
3
votes
5answers
257 views

Free texture sites – is it safe to use their content

There are multiple free texture sites, like: texturemate.com or plaintextures.com. I am wondering how safe it is to use their content? I imagine that the texture could be withdrawed from the site, ...
3
votes
1answer
989 views

Where can I find animated textures for free? [closed]

I'm looking for some animated textures, especially water textures that show movement. After a bit of searching, I could only find this list. Although those textures are certainly not bad, there are ...
2
votes
1answer
789 views

Best practices of texture size

I wanted to know how should I determine a good texture size ? Currently, I always create UV texture that are 1024x1024px but if I create for example, a big house with a 1024px texture size, it will ...
2
votes
2answers
2k views

VBO with texture index buffer different than vertex index buffer

I am trying to write my own OBJ importer and renderer in OpenGL (yes, I know, reinventing the wheel) and I found a problem that I don't knwo how to handle. In an OBJ file faces are defined by a list ...
2
votes
1answer
817 views

Drawing a textured triangle with CPU instead of GPU

I understand the benefits of GPU rendering and such, but for a certain limited application I need to render textured triangles purely using CPU. I've built a 3D engine capable of object handling, ...
2
votes
2answers
295 views

Displaying 2 textures on the same surface?

I'm messing around with XNA in a very simple Minecraft-esque world I'm making and I'm wondering how I can do the "breaking the block" visuals in XNA. If you're unfamiliar with the game, you begin ...
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votes
2answers
7k views

Xna: Splitting one large texture into an array of smaller textures

I would like to split a large texture into a one dimensional array of smaller textures. How should I do this?
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votes
2answers
2k 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
2answers
165 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 ...
2
votes
2answers
2k views

Dynamic Terrain Texture

I've been looking at a 2D physics game called 'Hill Climb Racing' (Android and iOS) and was wondering how they went about texturing the terrain? I've had a think about it and I've come up with ...
2
votes
2answers
301 views

there is a BLOB standard to store images in memory?

I would like to abstract all the images in memory, to do so i would like to have just 1 format of reference without talking about the usual file formats for the filesystem like JPG, TGA, and so on. I ...
2
votes
2answers
399 views

Compressing textures and recompressing textures

Which tools are considered best-quality for compressing textures for use in OpenGL? Which can be used from the Linux commandline? And which lossless compressors give good ratio/speed on compressed ...
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votes
2answers
1k views

What's efficient way to draw a lot of textured cubes in XNA4?

Title says it all. What's efficient way to draw a lot of textured cubes in XNA4?
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votes
4answers
2k views

Is there a command line ATI texture compression tool?

Is there a command line tool that can convert PNG and JPG files to ATITC compressed textures? I have my own export pipeline that converts all textures to PVRTC, ATITC, and DXT, so I have no use for a ...
2
votes
2answers
3k views

Texture2D.GetData fails to return pixel colour data

Because I'm using sprite sheets instead of an individual texture per sprite, I need to pass in a Rectangle when calling Texture2D.GetData() in my collision detection for per-pixel tests. ...
2
votes
2answers
3k views

how disable texture after drawing an object?

i try to make a textured object then draw other without (only colored). i had tried to play with glEnable/Disable(GL10.GL_TEXTURE_2D) , ...
2
votes
1answer
297 views

Multiple texture coordinates per mesh?

So far I've used the same texture coordinate for both the normal and diffuse textures on a mesh, yet when reading the Assimp documentation ...
2
votes
1answer
493 views

XNA Textures with background color

I am fairly new to XNA and I have questions in regards to textures. Most of my of textures have a background color along with the overall image (white, black, or whatever). This is quite ugly as the ...
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votes
2answers
2k views

OpenGL : sluggish performance in extracting texture from GPU

I'm currently working on an algorithm which creates a texture within a render buffer. The operations are pretty complex, but for the GPU this is a simple task, done very quickly. The problem is that, ...
2
votes
1answer
236 views

Graphic hardware texture formats shaders relational speed

I'm interested to know, is there a direct correlation to the speed that a shader will run based on the bit depth of a texture upon which it is running. For example: If I have a 2 bit stencil texture ...
2
votes
2answers
963 views

State of the art in image compression?

I'm looking for good algorithms for compressing textures offline (ie decompressing them at install or load time, I know about using DXT/3DC to save runtime video memory, but these create awful visual ...
2
votes
1answer
560 views

What are the texture coordinates for a tetrahedron

EDIT This is the WebGL code for initializing the tetrahedron points. You may want to skip to the second code block, because you may be able to answer without this. //Making a tetrahedron with ...
2
votes
1answer
300 views

OpenGL 4D textures with bilinear interpolation

I want to use and interpolated 4D texture in OpenGL, i.e. a texture that is accessed with a texture coordinate vector (s, t, p, q) and interpolated linearly in every texture coordinate. The extension ...
2
votes
1answer
180 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 ...
2
votes
2answers
157 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 ...
2
votes
1answer
269 views

“exception at 0x53C227FF (msvcr110d.dll)” with SOIL library

I'm creating a game in C++ using OpenGL, and decided to go with the SOIL library for image loading, as I have used it in the past to great effect. The problem is, in my newest game, trying to load an ...
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votes
2answers
610 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 ...