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

learn more… | top users | synonyms (1)

0
votes
1answer
208 views

(LWJGL) Exporting Textures with JarSplice [duplicate]

I have another game that uses rectangles instead of textures and works just fine. when I run this I get this error: Microsoft Windows [Version 6.1.7601] Copyright (c) 2009 Microsoft Corporation. ...
0
votes
1answer
59 views

DirectX9 texture flashing or disappearing

I am learning DirectX 9 and I have these test models in my scene and this weird texture flashing happens. If you look at the bottom of the picture you will see a blue area, that is supposed to be ...
1
vote
2answers
518 views

Hide part of the GUITexture in Unity

I have a Health Bar in my Unity game and it's implemented as a GUITexture with gradient image from red to green. Now I can reduce it's width from max width to 0, but is still scaled gradient. ...
2
votes
2answers
609 views

Offline texture mipmap generation

I want to generate mipmaps for 2D textures as an offline step. My priority is for image quality, execution time is not a concern. The images will, naturally, always be halved and will always be ...
1
vote
1answer
78 views

How can I scale a subset of my game view during rendering?

I am developing a 2d game which has a lateral panel and a main panel with the scenario. I want to scale the main scenario to apply a zoom (only the main panel portion of the screen). I think if I use ...
2
votes
1answer
582 views

How to display Textures, Buttons, Created with Unity's GUI (OnGUI()) to get displayed behind other objects in Scene

I am making a game in which I am using OnGUI() to make Texture. I want this texture to display behind my Regular 3D objects like cube, spheres in the scene. I have tried and searched but I am unable ...
3
votes
1answer
218 views

Mapping a 3D texture to a standard hollow-hull 3D model

I have 3D models which are typical hollow hulls. If such a model also had a 3D volumetric/voxel texture map then given a point P inside such a model, I'd like to be able to find its uvw coordinates ...
0
votes
2answers
339 views

2D Rendering in DX11. Texture Storage and Reference

I'm trying to think of the best way to manage textures in my 2D game. First, I am using DX11, so right now my "textures" are just pointers to a ID3D11ShaderResourceView created by ...
1
vote
1answer
172 views

A problem with texture atlasing in Unity

I have the texture below and I need to get rectangular parts from it. I could finally combine meshes of different quads to improve performance, but I with quads of different tilings, this means ...
1
vote
1answer
151 views

Is this Possible to force gameobjects (coliders etc) to get stretched based on the aspect ratio of the screen?

Well with unity3D, I am in big trouble whenever I use sprites. As for textures I compensate for a evener look by Stretching it (Screen.width & Screen.height- that's fine for low end 2D games). Now ...
1
vote
1answer
827 views

How do I combine images into a single entity in libgdx?

I've googled this but can't seem to find anything on "concatenating" two images, especially with libgdx. Any ideas?
-2
votes
1answer
177 views

Why is my Snake' tail rendering the wrong sprite? [closed]

I am making a snake game in Unity. The game is simple, using Texture2D to display the head, tail and body parts. I am stuck with this problem: I stored 4 textures (each one for one of the four ...
0
votes
2answers
476 views

OpenGL - How can I make the edges of this textured circle smoother?

I'm building a game and I've applied a certain texture (RAW file) to a circle (GL_POLYGON) in OpenGL. It loads correctly, with the right size and all, but the edges seem a bit jagged and I would ...
4
votes
1answer
305 views

How do I convert a horizontal, panoramic skymap texture into a “dome” version of itself?

How do I convert the following skymap image: into a "dome" version like the one below? I'm looking towards making use of Adobe Photoshop for the task at hand. However, I'm at a loss on what ...
1
vote
1answer
307 views

Is there any way to change texture filtering globally in Direct3D 11?

One of the major changes I have encountered between Direct3D 9 and Direct3D 11 is the new API for setting up texture sampling. In D3D9, it was sufficient to simply set a given value of a given ...
3
votes
1answer
109 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?
0
votes
1answer
349 views

Sprite/Tile Sheets Vs Single Textures

I'm making a race circuit which is constructed using various textures. To provide some background, I'm writing it in C++ and creating quads with OpenGL to which I assign a loaded .raw texture too. ...
6
votes
1answer
356 views

OpenGL 2.0 - Texture animation with 'pixelated' effect

I'm looking for a way to reproduce the effect I've tried to sketch in the image below with OpenGL ES 2.0. The idea is to let a drop of color fall over a cube which get filled with a kind of ...
2
votes
1answer
552 views

How do I split a texture into differently shaped pieces with libgdx?

I want to split a texture into variously shaped pieces with libgdx, like the pieces of a puzzle game. TextureRegion.split() is not an option, as it splits into equally sized rectangular texture ...
0
votes
0answers
36 views

Bad interpolation with texture in mesh

My mesh looks fine on Blender, but when I export it to my rendering engine (Ogre) the colors seem interpolated, screenshot below. I am using filtering none in my material, so it shouldn't have any ...
0
votes
1answer
187 views

Why do I have to switch T(v) texture coordinates while importing OpenGL to Direct3D?

I am importing my code from OpenGL to Direct3D. My D3DTS_PROJECTION uses D3DXMatrixPerspectiveFovRH, and my D3DTS_VIEW uses D3DXMatrixLookAtRH to set a view equal to OpenGL's view. My question is why ...
1
vote
1answer
1k views

Cocos2D - Fill a Sprite with a pattern

I have a CCSprite with a certain shape in Cocos2D and I would like to fill it with a pattern, as seen here: I've seen a lot of examples where they fill a rectangle with a pattern, or even a ...
0
votes
1answer
3k views

How do I randomly spawn objects in 2D game?

How do I randomly spawn few different sprites on screen so they're not overlapping or half visible on render. The sprites should immediately start shrinking until they disappear. I've tried to ...
2
votes
1answer
133 views

OpenGL: missing GL_SPECULAR light on the texture

I'am missing specular lighting on the texture. I have #include <GL/glext.h> in the project, so basically I used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SEPARATE_SPECULAR_COLOR_EXT); ...
7
votes
1answer
382 views

HLSL - Voxel texturing

I'm currently trying to develop a Voxel Engine using Direct3D 9 and C++. To keep the memory usage low, i'm only passing the position, the orientation and the offset of the current voxels texture in ...
0
votes
0answers
102 views

Slowdown in sliding background with Libgdx

I´m new with libgx and i have a basic question. I want an background like an image that repeats indefinetely, and moves down. I did with 2 images and it worked, but the problem is that is very slow. I ...
1
vote
2answers
224 views

MonoGame - 2x2 texture scaling issue

I've just recently switched from XNA to MonoGame and now I've run into something that has never happened to me in XNA before. I've created a 2x2 texture and filled it with a color by doing this: ...
0
votes
1answer
32 views

lwjgl slick textures and glTexParameter

How to make textures fill all area as it is specified? I'm getting small gaps if the texture is smaller than area example: gl_quads setup like these: -1f, 1f, 0, -0.98f, 1f, 0, -0.98f, -1f, 0, ...
4
votes
1answer
950 views

How do I convert a .dds texture to .png bitmap in C#?

This question is from someone who has not written a line of code for games, but several Game Save editors and other game tools. I'm working on a Save Editor and would like to display icons of some of ...
0
votes
1answer
1k views

Transparency in opengl - texture with alpha, color from background [duplicate]

I have to draw texture with transparent areas on square. But I don't want this transparencies to take color from this polygon, but from the background. Do you have any good tutorial to achieve it? ...
0
votes
1answer
414 views

Correct GL settings to mix 2D and 3D rendering

I'm programming a 3D game engine with 2D GUI. The GUI objects have partially transparent textures and the transparency works more or less. The sky color is rendered in transparent areas of the ...
1
vote
2answers
310 views

OpenGL drawing, breaking down triangles

if I want to use no textures in a game (i.e png's), would I just break down my drawing into triangles and combine them the way I want? I found this in Google Images.
0
votes
1answer
223 views

Merging several textures into one using RGB channels

Would it be possible to place a texture into each RGB channel? Example: Red = wood.png Blue = tiles.png Green = metal.png The advantages I could see are saving space, memory and draw calls and the ...
3
votes
1answer
219 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 ...
40
votes
1answer
4k views

How AAA games use this texture in the tone-mapping shader?

I found that Battlefield 3 as well as Saint's Row the Third use this texture in their final tone-mapping stage. Can anyone share a link to an article about how this texture is used? UPDATE: As ...
3
votes
1answer
385 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 ...
1
vote
1answer
380 views

Why is my Texture becoming slower when it approaches it's destination?

I have a texture drawn on screen. Whenever I click on the viewport it remembers its destination and starts moving towards it, until it is there. This is the code I am using therefore: //Check if ...
7
votes
3answers
829 views

Terrain & Multi-Texturing

I'm using OpenGL (Version 4.4) (and C++ if that matters). I've created a terrain renderer, the terrain is stored as a 3D scalar field (isosurface/voxels). It uses a slightly modified version of ...
1
vote
0answers
69 views

Texture visualization problem on camera movement (xna)

I'm trying to move a camera over a model that is used as the floor of the game. When I move the camera, the texture of the model is not showing correctly (video of the problem: ...
1
vote
0answers
330 views

LibGDX render sprites in tiled-map format ( convert texture to sprite )

I am creating a game in which till now I have used textures to create A 2D tiled game. I have created a matrix which converts the touch co-ordinates into a array index number and according to that ...
2
votes
1answer
304 views

C# XNA - How to create a menu with bools and textures?

I thought I could use bools to be able to select options in my menu. But the options should be textures. To show that an optino is selected I have 2 textures like this: [----Menu Screen----] [ > ...
2
votes
1answer
275 views

How do I apply a texture over a material in OpenGL ES?

How can I apply a texture over a material? I've set up an object with the following material: GLKBaseEffect *effect; effect.colorMaterialEnabled = false; effect.material.ambientColor = ...
0
votes
1answer
220 views

How to change colors of texture in lwjgl? [duplicate]

I have the following texture: The black pixels are characters, the background is transparent. How do I change the black pixels of the characters to another color? I use this texture as a bitmap for ...
1
vote
1answer
250 views

How do I make parts of a texture transparent in Max?

I am applying an eye.psd eye-texture to my character model's face, but the results aren't what I'm expecting. Here's what it looks like (Observe the eye on the right. Ignore the other one.): The ...
3
votes
2answers
197 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, ...
0
votes
1answer
175 views

Getting invalid argument error on R32G32B32_FLOAT texture creation

D3D11_TEXTURE2D_DESC texDesc; texDesc.ArraySize = 1; texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE; texDesc.CPUAccessFlags = 0; texDesc.Format = DXGI_FORMAT_R32G32B32_FLOAT; ...
0
votes
0answers
201 views

How can I draw a part of a texture in slick2d?

I know the method for drawing a region of a texture in slick2d: image.draw(x, y, srcX, srcY, srcX2, srcY2); But I have no idea how the texture coordinates work. To draw a region of x:16, y:16, ...
5
votes
1answer
245 views

UV interpolation is wrong with a wide FOV

How should I take FOV into account when interpolating UV coordinates? This picture shows the result today. Everything works fine with a narrow fov, but when I make it really wide, things deviate. The ...
2
votes
1answer
781 views

glDeleteTextures - release data, but keep the texture ID?

In OpenGL, is it possible to release texture data, but keep the same texture id? I want to unload textures when they aren't needed, but load them again later when they are. There are a lot of objects ...
0
votes
1answer
418 views

Shimmering, scrolling/panning a texture

Shimmering I understand shimmering in textures is caused by sub-pixel accuracy aliasing against the regular grid of pixels on the screen when drawn. I have a good example of it here, whereby I'm ...