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

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-1
votes
1answer
161 views

Texture doesn't draw correct

I'm writing a game using SFLM and Opengl but when I create a terrain i got some OpenGl problems. I use heightmaps to generate a terrain but when I load the texture on it the texture is not correct ...
3
votes
2answers
1k views

What does changing GL_TEXTURE_WRAP)_(S/T) do?

I am working through some beginner OpenGL tutorials, and the current one teaches how to apply a texture to a simple rectangle. The tutorial states tells me to set the texture parameters ...
0
votes
1answer
2k views

SDL2 render to texture support

I'd like to use the function int SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture) in my 2D game. At this point I am using only the SDL 2.0 API, and using openGL seems overkill to ...
2
votes
1answer
262 views

What's the proper way to set up texture atlas in Unity 3D?

I am using Unity3d (free) to make a game with user-defined content (i.e., load in a map, it'll build the level for you). Everything is working as expected, except for the rendering. Note the ...
-2
votes
1answer
2k views

How can I import a Google Sketchup model with textures?

I'm using Unity 4 and trying to import a SketchUp Model into Unity and other Engines - but I can't get it to import correctly. Can anyone help me out?
2
votes
1answer
141 views

Light is not spreading evenly

I am using SunBurn for lights and rendering, when i create sceneobject in code, effect is like this see in this light is in the middle so sceneobject in middle is well lit and as we go to corner ...
0
votes
1answer
1k views

Why would one bind several textures to the same OpenGL texture unit?

This OpenGL documentation article says you can bind 4 (=several) textures to texture units 0, 1, etc. This OpenGL documentation article too. I found in this Stack Overflow answer an example of why it ...
1
vote
1answer
155 views

UV Coordinates of “curve” (or “bend”)

I am looking for some tutorial or equation how to map texture from square to "curve" or "bend". (Example on image below) I have tried to convert coordinates of unit circle to UV, but that gives me ...
1
vote
2answers
2k views

SFML: Generate a background image

I want to generate a background, which is used in the game, on every instance of the game based on certain conditions. To do so, I'm using a sf::RenderTexture and a sf::Texture like this: ...
1
vote
3answers
697 views

Confused about DXT/DDS compression and color depth

I have done my research on DDS/DXT compression, and the information is kind of "everywhere." It is rather difficult to even find good, organized, sensible information on color depth. However, it is ...
12
votes
2answers
1k views

Should I be using spritesheets, because of or despite of my vast number of images?

I am developing a 2D game, and I have a lot of sprites. I used 3D animations and models to render into 2D, to give them that "Fallout" or "Diablo" look to them. It is also easier than drawing by hand, ...
0
votes
1answer
522 views

Texture Won't Load in OpenGL

I've started trying to make a 2D game in C++ using OpenGL, and I'm using SOIL as the imaging loading library. The problem is, I've been trying to get a simple 64x64 image of a red square to open and ...
0
votes
0answers
73 views

Slick - create new texture from part of existing texture

Say I have the following image: I want to resize this texture, so I can have resizable buttons with a texture. Now, as you can't repeat a certain area of an image in OpenGL, I have to create a new ...
2
votes
2answers
655 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 ...
3
votes
1answer
784 views

Sprite sheet textures picking up edges of adjacent texture

I have a custom sprite routine (openGL 2.0) which uses a simple sprite sheet (my textures are arranged horizontally next to each other). So, for example, here is a test sprite sheet with 2 simple ...
3
votes
1answer
308 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
77 views

Is point texture filtering the same as nearest?

Is point texture filtering the same as nearest (different names for the same technique)?
2
votes
1answer
158 views

Generating mipmaps for volume texture

Does texconv from DirectxTex support generating mipmaps for volume textures? If not what are the other alternatives? I am asking because I have tried to create the mipmaps by using textconv.exe -m 3 ...
-3
votes
1answer
164 views

How to shoot lasers from Ship(XNA)?

I want a code which allows me to shoot multiple lasers from my Ship. Its a 2D game and the laser TEXTURE2D moves in a straight line. My Solution: I use List<> class of my Laser Class. ...
0
votes
1answer
150 views

Is there a need to set the parameters again when updating a texture?

Suppose that I'm developing the class COpenGLControl here in code guru to use it for showing a 2D texture in an MFC CPictureControl. and after applying some filters on the image, I will update the ...
5
votes
5answers
808 views

Why don't we use the whole color depth for normal maps?

All normal maps I've seen are pinkish or bluish. So it seems like only a short color range is used. Why do game developers give away so much precision? Update: The short answer is, that technically, ...
8
votes
3answers
510 views

Why is it possible to encounter a texture coordinate greater than 1 or less than 0

I'm studying a text about texture mapping and in the preparing to draw session, I read: Define the texture wrapping parameters. This will control what happens when a texture coordinate greater than ...
1
vote
0answers
179 views

Connecting smoothly N textures on terrain

I started to create my own terrain in a quite common way, just like this: http://www.rastertek.com/tertut18.html . It is infinite and automatically generated (by using coherent noise). The areas are ...
2
votes
2answers
184 views

XNA hlsl tex2D() only reads 3 channels from normal maps and specular maps

Our engine uses deferred rendering and at the main draw phase gathers plenty of data from the objects it draws. In order to save on tex2D calls, we packed our objects' specular maps with all sorts of ...
0
votes
0answers
156 views

Cryengine 3 textures display in yellow

I just started to work with Cryengine 3 . But I have a display problem. this is a picture of how I look like inside the game. Notice that the gun is displayed in yellow. This happens also if I put ...
1
vote
1answer
238 views

HLSL Textured Light: outputs only a specific part of the texture (new problem)

Problem 1 I am trying to create a spotlight that instead of giving the circle within the spotlight a simple color, applies a texture to it. However, where the texture is supposed to be is only a ...
1
vote
1answer
328 views

Converting data file of Sprite Atlas from JSON to Cocos 2D

I have an existing Sprite Atlas with its data file in JSON format. How do I convert it for use with Cocos 2D and other frameworks ? I tried poking around in Texture Packer which supports publishing ...
0
votes
1answer
214 views

Monogame/SharpDX Texture2D doesn't hold value

The problem I have discovered is most likely between classes, so I dont really have much option but to post the whole code here: https://www.dropbox.com/sh/smyw9t1ap3by2vd/pBX-aJJ-Qx I have been ...
-1
votes
1answer
222 views

OpenGL: How to map textures to geometry without using filter parameters

following my another question I have studied in the documentations that I should use this procedure : Define the texture filter parameters. This will control what happens when a texture is scaled ...
3
votes
1answer
140 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, ...
2
votes
1answer
386 views

What happens when a texture is too large for a device

The question is two fold: What happens on a device when a texture is too large for it to handle? Will it crash or simply downsize it? In Unity if I use texture atlases of size 4k and then set ...
1
vote
1answer
66 views

Export object or scene with textures

Is there a way to export or publish some work to a folder so somebody else can open the .max file and does not have to reassign all the textures again? My problem is that i used lots of textures ...
1
vote
2answers
551 views

How to flip a quad (openGL es 2.0 Android / Java)

bHow would one go about 'flipping' a quad i.e., either horizontally or vertically? (Just a single quad, not everything in view). I know how to rotate a quad, this is my rotation method: public void ...
3
votes
1answer
364 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 ...
0
votes
0answers
347 views

Trouble with textures in Unity and Android

I am trying to dynamically create textures of a single (random) color via script. In the Windows Editor it works, but in Android it fails and my Quad gets a magenta color (i.e. missing texture). I am ...
0
votes
0answers
64 views

XNA HLSL no model textures

I am using XNA and HLSL to render all the models in my game, so far there is only one, a flashlight. My flashlight model is a .fbx file type, and it loads the model in the game perfectly fine. ...
1
vote
1answer
3k views

Texture atlasing in Unity

I'm researching new ways to optimize games for better performance. Currently I am working on texture atlasing, which is giving me a hard time. I made the atlas using Texture2D.PackTextures and saved ...
1
vote
1answer
235 views

Why does calling GL.Color4 result in a blank screen?

I am learning OpenGL using OpenTK and VB.NET. I made a square with a texture: GL.Begin(BeginMode.Quads) GL.TexCoord2(0.0, 0.0) GL.Vertex3(-1.0, 1.0, 0.0) GL.TexCoord2(1.0, 0.0) ...
0
votes
0answers
2k views

Normal mapping for Android and iOS

I'm making a mobile game for Android and iOS on Unity. At the moment I am researching and designing the technical aspects of the game. Since it is not plausible to use highly detailed models for ...
1
vote
0answers
73 views

Textures occasionally rendering twice on a particular face [closed]

I am learning how to render 3D objects using webgl (no third-party libraries). I am currently facing a very confusing situation however, where my textures are rendering apparently twice over a ...
3
votes
1answer
308 views

How do I use more than 32 textures in my game?

I'm building a game in OpenGL, relying on shaders as much as possible because python. However, I think I've been working under a misunderstanding of OpenGL since I started. I've abstracted stuff into ...
1
vote
2answers
256 views

LWJGL - If I use VBOs what can I do about separate textures?

So basically this is my problem: I am creating a game that needs a texture for each object. Now I would use a sprite sheet but the textures are different sizes. I am using VBOs and I need to some how ...
3
votes
1answer
346 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()) ...
1
vote
1answer
155 views

Visual artifacts on long distance on plane

I'm making a voxel game in XNA, and have filthy visual artifacts on long distances. I use 2048*2048 atlases. I'm already using mipmaps and 16x anisotropic filtering. I've read this blog post, but ...
-1
votes
1answer
249 views

Storing texture ID's for fast global retrieval [closed]

Simple question: What is the fastest way to retrieve a texture ID, given an enum value? Say I have 100 textures, what would be the fastest way to get one texture ID? Make a texture manager with a ...
1
vote
1answer
786 views

OpenGL FBO, render off screen and texture

I need to do some offscreen render to use the rendered image in something different from OpenGL context (for instance I need to use the image in a QListWidgetItem inside a Qt application). After ...
3
votes
1answer
91 views

Texturing a quad

Drawing a quad with a texture mapped to it with the fixed OpenGL pipeline is one of the easiest things to do in OpenGL. And for some madmaking, mysterious, dumb reason I can't get it to work. I ...
1
vote
0answers
76 views

Directx Texturing problem [closed]

I've recently started exploring Directx 11. I'm almost done the introduction so I started making my own *.obj parser and it works beautifully. I accounted for the right-hand coordinate system of 3ds ...
2
votes
1answer
132 views

Stretching a texture over multiple faces

I have a grid of vertices that I'm using as the ground for my game in XNA. I have a effect file / shader which handles texturing and lighting. Right now I have it so the texture tiles across each face ...
2
votes
2answers
168 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 ...