Texture is a bitmap (raster image) used in a texture mapping process.
4
votes
1answer
2k views
Can I make a mirror with Unity Free?
If I understand correctly, render textures are a feature of Unity Pro, and that is the best way to create mirrors, TV screens, and so forth. If I am wrong, please tell me. What I would like to know is ...
2
votes
3answers
857 views
OpenGL & SDL textures… game shuts down
I'm going to create a game in C++ with SDL & openGL but adding textures won't work.
the code is in some different classes.
here's the main file
...
0
votes
0answers
545 views
Box2d : Sprite display not fit with body when rotated
I have recently achieved to render box2d Objects, and texture with sprites at where the box2d objects exists. But now I am facing another problem.
When I rotate the Box2D object, the sprite gets ...
3
votes
1answer
778 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 ...
2
votes
1answer
340 views
How do I generate coins in a pattern?
In my game you collect coins (surprise!). At the moment I generate them like this:
Find a random position given a rectangle (eg. the screen size) and generate a coin
Possible positions are left and ...
1
vote
3answers
758 views
iOS - pass UIImage to shader as texture
I am trying to pass UIImage to GLSL shader. The fragment shader is:
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
void main()
{
...
3
votes
1answer
1k 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 ...
11
votes
1answer
704 views
How do 2D art assets (eg. sprites) work?
I have an idea on a game and planning on developing a 2D game using XNA for Windows Phone 7.
I've started off today by free hand drawing some concept art of what I want some of the characters to ...
0
votes
1answer
407 views
Correct texture format for Moai with TexturePacker
We are going to use TexturePacker to create our texture atlases for a Moai-based game. I'm wondering what the correct texture format and image format is to use specifically for Moai. Should I just use ...
1
vote
1answer
131 views
What is the name for a single 2D polygon on a UV Mapped texture?
When UV Mapping a polygon/texture, is there name that describes a single polygon on the texture.
Does this name differentiate if from the same geometry once it has been mapped to a face?
Would ...
2
votes
2answers
235 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 ...
3
votes
1answer
415 views
Spherical fractal noise generator in shader
I have a growing sphere in space, and I thought of having a procedural generated texture over it. Since it is growing, I thought a fractal would be a great choice, because more details would be ...
1
vote
1answer
437 views
Texture swapping and 2d Drawing in Xna
Usually in 3d drawing you want to ideally have fewer larger textures rather than lots of smaller ones, and make sure you render the same kinds of textures at the same time. So there is less texture ...
2
votes
1answer
289 views
Trouble with UV Mapping Blender => Unity 3
For some reason I am getting nasty grey edges around the edges of rendered 3D models that are not present in Blender.
I seem to be able to solve the problem by reducing the size of the UV coordinates ...
0
votes
1answer
482 views
What's wrong my code to create a GL texture from an SDL_Surface?
I have an issue here with converting an existing SDL_Surface into an OpenGL texture.
The texture gets created, but it's a plain white texture, below is a screenshot of the result:
It seems to me ...
2
votes
1answer
201 views
text wrapping on a texture applied to a 3D model
How would I create and implement a texture of text that wraps around a 3D model? The texture will just be white and you should be able to add text to it, but I need to create this so that when the ...
0
votes
1answer
467 views
Abstracting entity caching in XNA
I am in a situation where I am writing a framework in XNA and there will be quite a lot of static (ish) content which wont render that often. Now I am trying to take the same sort of approach I would ...
0
votes
2answers
266 views
How do I use transparent textures in panda3d?
I need to map a partially transparent texture on a flat quad with panda3d. With the quad as a canvas I'd like to create something like sprites positioned in the 3d coordinate system.
I wanted to ...
2
votes
2answers
540 views
Can a texture's UV coordinates be animated (scrolled) when part of a SpriteSheet?
Alright so my question is about texture manipulation in Flash Stage3D / Context3D using AGAL for the shader language. But I'm pretty sure this could be applicable in other situations involving GPU ...
1
vote
1answer
153 views
Why is texturing interfering with my ID-based picking implementation?
Today I came across a tutorial about color picking and I implemented it on my machine. But there is a problem: when I disable the texture and draw the object I want to pick with its picking color, it ...
2
votes
1answer
247 views
How can I get the texture color data from GLEED2D's level file?
I've hit a little snag in my game. It's a 2D platform game and I need to check for collisions against the level. I'm using GLEED2D to create the map.
I'd like to do per-pixel collision checking, but ...
2
votes
1answer
504 views
How do I get the alpha level at a specific pixel with Slick 2D?
I know that there is the Texture.getTextureData() method, and that it returns a byte[], but I have no idea how I could use this data to find the color data at a specific pixel.
0
votes
1answer
517 views
Confusion with the texture coordinate system in XNA
I am creating a cow out of primitive shapes, and am using the minecraft cow texture as a placeholder. To create the primitive model I have created a 'model' class and created a sub class 'ModelCow' ...
0
votes
1answer
3k views
How to rotate a sprite on circle in android using Libgdx
Dear Fellow Game Developers
i am newbie to Android Game Development,i like to know how we can develop a sprite rotate in circle on android,with help of libgdx,
i do have a image in assets ...
2
votes
1answer
845 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 ...
4
votes
1answer
523 views
How to fix odd artifacts at the edges of textures in DirectX 11?
In my DirectX 11 project, when I have textures they have odd artifacts at the edges. I've seen it before and searched online, but I can't find any DirectX examples that I can get to work.
You can ...
0
votes
1answer
1k views
How do you do very simple texturing in OpenGL 3+?
I managed to create a sphere (calculating all the vertices etc etc). Now I want to apply a texture on it. I have no idea how. I googled some "OpenGL 3 texture tutorials" but I can't seem to find ...
1
vote
1answer
271 views
Effective SpriteBatching in XNA?
What is an example of efficient sprite batching in XNA?
I don't know when (if ever) I would do something like this:
spriteBatch.Begin()
DrawSprite1();
spriteBatch.End();
spriteBatch.Begin();
...
2
votes
4answers
664 views
Most common way to obtain textures for 3D models?
I'm getting into basic 3D modelling and am attempting to texture my model. I'm aware of UV mapping and some similar texturing tools, but I'm not sure how the majority of CG artists obtain their 3D ...
2
votes
1answer
2k views
Why do my sprites have a dark shadow/line/frame surrounding the texture?
I'm starting OpenGL with Apple's GLKit hand I'm having some trouble to get my sprites displayed properly. The Problem is that they all are surrounded with thin dark lines. The screen shot below shows ...
2
votes
1answer
691 views
How can I create my mesh so that textures applied to it are NOT rotated 90 degrees in Unity 3D?
I'm trying a really simple test in Unity 3D. I want to render a texture on the simplest plane possible.
So, I've created a two-triangle plane in Blender, then imported it into Unity. From there, I ...
1
vote
1answer
824 views
Can't change the textures of a .FBX or an .X exported from 3dsmax
I created a model (real simple) in 3DSMax 2010, exported it to FBX format and loaded it in an XNA 4.0 content project. I also tried with .X files using kW X-port and it has the same behavior.
I can ...
10
votes
4answers
2k views
How to deal with arbitrarily large images in 2D games?
Question
When you have a 2D game that uses really large images (larger than your hardware can support), what do you do? Maybe there's some interesting solution to this problem that never occured to ...
5
votes
1answer
2k views
How to create a XNA texture from a GDI Image with source rectangle?
A Texture2D in XNA can only hold so much. Depending on which profile I use that limit is either 2048 or 4096 pixels wide. As far as I could tell from my research (someone correct me if I'm wrong) GDI ...
0
votes
1answer
171 views
Selective jogl texture transparancy depending on bitwise magic?
I have rewritten some code to allow to load bitmaps to be loaded as textures and if a pixel has a max green color component it is marked transparent. What is odd is that I cannot use the value from a ...
0
votes
1answer
835 views
XNA model texture from file
Is there any way to have the texture of a model loaded from a Png ?
I have a simple prism to test it on, but i just want to be able to edit an image and have the model's texture change.
Thanks!
5
votes
1answer
514 views
On Creating a D3DX10 texture atlas
I have a DirectX10 texture (ID3D10Texture2D) that I load from disk with the following code:
CComPtr<ID3D10Device> spD3D; // Initialized correctly elsewhere
hr = D3DX10CreateTextureFromFile(
...
3
votes
1answer
1k views
Changing the color of some fragment of a texture using shaders
Declarative programming language QML allows to connect the elements, their properties with universal variables in shader programs description. For these purposes there is such elements as ...
1
vote
1answer
873 views
DirectX 2D Sprite Texture
I am trying to make DirectX display a sprite from a sprite sheet I found on the internet but it doesn't seem to be displaying the texture in the correct position as I am specifying it.
D3DXVECTOR2 ...
1
vote
1answer
512 views
How can I downsample a texture using FBOs?
I am rendering a scene to FBO as my render target whose size is 8 times the size of the orignal screen in OpenGL. Now i wan to downsample the texture generated by FBO to the size of the screen so as ...
2
votes
3answers
455 views
In XNA 3.1, is it possible to disable texture filtering?
I want to disable texture filtering (since I'm making a retro-style game where it looks bad if a texture gets filtered like that), but since I'm on XNA 3.1 there seems to be no option to set a ...
0
votes
1answer
90 views
What does SetTextureStage(0, D3DTSS_COLORARG2, 0) in DirectX mean?
I'm trying to convert some DirectX code to Ogre3D and was wondering what the following translates to:
pDev->SetTextureStage(0, D3DTSS_TEXCOORDINDEX, 0)
pDev->SetTextureStage(0, ...
2
votes
1answer
490 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, ...
3
votes
2answers
332 views
What is UVIndex and how do I use it on OpenGL?
I am a noob in OpenGL ES 2.0 (for WebGL) and I'm trying to draw a simple model I've made with a 3D tool and exported to .fbx format. I've been able to draw some models that only have: A vertex buffer, ...
4
votes
1answer
322 views
UVW: better explanation, and how to implement with GLES texture2D()
UVW texture coordinates, as opposed to UV texture coordinates, do not get very adequate explanation on the web. Many people offer the simple exlanation, "UV is for 2-dimensional textures and UVW are ...
0
votes
1answer
678 views
How do I manage textures in memory in OpenGL?
I'm writing a game engine which is going very fine. However, I'm now posed with handling textures.
My Engine is in 2D, for simplicity reasons mostly to get a good idea of how to work with OpenGL. I ...
2
votes
1answer
831 views
Importing FBX with multiple meshes in UDK
I need to import into UDK a several amount of FBX models (representing buildings) which are composed by various submeshes (walls, windows, roof...). I need to keep the individual meshes (can't use the ...
3
votes
1answer
464 views
Why are my texture coordinates always (0,0) in this shader?
What I'm trying to do is add my depth buffers values to my scene, ie. I'm trying to make objects closer to the camera darker and objects further away lighter. Which should be easy: just render the ...
8
votes
5answers
10k views
How can I get started making textures for 3D games?
Just wondering where to find good tutorials on making textures for 3D games?
Also, is it common practice to take photographs and convert them into game textures or do designers draw the textures ...
0
votes
1answer
351 views
Blender: projecting an image via a spotlight onto a plane
I've create a plane with a spot light shining from above onto it. The spot light projects a texture of an image onto the plane. The light shots out at an angle but the texture is projecting in a flat ...