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

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0
votes
2answers
208 views

Normal map applied as diffuse textures looks wrong

Diffuse textures works fine, but I am having problem with normal maps, so I thought I'd tried to apply the normal maps as the diffuse map in my fragment shader so I could see everything is OK. I ...
0
votes
1answer
38 views

Using texture() in combination with JBox2D

I'm getting some trouble using the texture() method inside beginShape()/endShape() clause. In the display()-method of my class TowerElement (a bar which is DYNAMIC), I draw the object like ...
1
vote
1answer
230 views

Size of an image imported with FreeImage

I'm having abit of a brainfart and I can't quite grasp what I'm doing wrong. It's quite simple, I am importing an image with FreeImage (http://freeimage.sourceforge.net/) which has a method ...
2
votes
1answer
240 views

Masking OpenGL texture by a pattern

Tiled terrain. User wants to build a structure. He presses build and for each tile there is an "allow" or "disallow" tile sprite added to the scene. FPS drops right away, since there are 600+ tiles ...
1
vote
1answer
1k views

OpenGL ES 2.0. Sprite Sheet Animation

I've found a bunch of tutorials on how to make this work on Open GL 1 & 1.1 but I can't find it for 2.0. I would work it out by loading the texture and use a matrix on the vertex shader to move ...
12
votes
2answers
1k views

Speeding up procedural texture generation

Recently I've begun working on a game that takes place in a procedurally generated solar system. After a bit of a learning curve (having neither worked with Scala, OpenGL 2 ES or Libgdx before), I ...
0
votes
2answers
99 views

Need to know the origin and coordinates for 2d texture and 2d/3d vertices in webgl

Long story short, I know my coordinates are off and I believe my indices might be off. I'm trying to render a simple 2d rectangle with a texture in webgl here's the code I have for the vbo/ibo: ...
0
votes
1answer
76 views

Texture errors in CubeMap

I am trying to apply this texture as a cubemap. This is my result: Clearly I am doing something with my texture coordinates, but I cannot for the life of me figure out what. I don't even see a ...
1
vote
0answers
131 views

Bad texture on model with different GPU [closed]

I have some kind of distortion on the texture of my 3D model. It works perfectly well on an AMD GPU, but when testing on a integrated Intel HD graphics card it has a weird issue. I don't have a ...
3
votes
1answer
322 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 ...
3
votes
2answers
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 ...
2
votes
1answer
1k 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
1answer
321 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 ...
0
votes
1answer
508 views

Having a problem with texturing vertices in WebGL, think parameters are off in the image?

I'm having a problem texturing a simple rectangle in my WebGL program, I have the parameters set as follows: gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textureImage); I'm ...
0
votes
1answer
197 views

does cocos2d cache texture automatically

I know if we want the textures cached we can use the sharedtexture manager to cache them, but since this is on mobile platform , why don't cocos2d-x just do this for all texture loads ? when creating ...
2
votes
1answer
300 views

Resource management

I've come across a strange thing in DirectX 11: I'm trying to implement large scale volume visualization engine. My approach is like this: if the volume is HUGE (could not fit to GPU memory ...
1
vote
2answers
329 views

Error while reading TGA file and doing Texture Cube map

In my program, i read a TGA file with a function like this: char* LoadTGA(char* filename, int* width, int* height, int* bpp); As you can see, this function: return a char array of image data ...
0
votes
1answer
2k 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 ...
4
votes
2answers
1k views

LibGDX stretching 2d graphics

I have a problem with stretching sprites in LibGDX. I have one png file for the sky in the game (1 x 1000px) and I want to render it 1000 x 1000px sprite.setSize(pixelWidth,pixelHeight); I want to ...
-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?
1
vote
1answer
159 views

generating complex maps in xna

I just wonder how does these maps like in this video are made. http://www.youtube.com/watch?v=TM6kcOau5oQ I was looking for some tutorials on the web but no success. All I found was some 2D Vectors ...
-1
votes
1answer
162 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 ...
2
votes
0answers
123 views

1:1 mapping of texels to pixels with DX11 and multisampling and linear interpolation

Is it possible to get a 1:1 mapping of texels to pixels on a multisampled target in DX 11 with interpolation? It seems to me that the texture coordinate used in the shader is always one of the ...
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 ...
1
vote
3answers
773 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 ...
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 ...
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, ...
1
vote
1answer
164 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 ...
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 ...
0
votes
1answer
555 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 ...
4
votes
1answer
386 views

How to optimize SpriteBatch usage?

From what I understand, SpriteBatch's purpose is to batch as many draw operations to send to the GPU. Each batch can handle one texture at a time, and changing SpriteBatch context/texture is ...
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
681 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
817 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 ...
6
votes
1answer
658 views

FBO rendering different result between Galaxy S2 and S3

I'm working on a pong game and have recently set up FBO rendering so that I can apply some post-processing shaders. This proceeds as so: Bind texture A to framebuffer Draw balls Bind texture B to ...
3
votes
1answer
326 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
79 views

Is point texture filtering the same as nearest?

Is point texture filtering the same as nearest (different names for the same technique)?
0
votes
1answer
157 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 ...
-3
votes
1answer
165 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. ...
5
votes
5answers
848 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
529 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 ...
0
votes
0answers
161 views

Cryengine 3 textures display in yellow [on hold]

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
277 views

Sprite sheet resolutions and Tile Maps

I am making a game using Cocos2d-x and want to support multiple mobile phone resolutions and sizes. Right now I have made my game sprite sheets set on a resolution of iPad Retina's resolution of ...
5
votes
4answers
3k views

Tool to convert Textures to power of two?

I'm currently porting a game to a new platform, the problem being that the old platform accepted non power of two textures and this new platform doesn't. To add to the headache, the new platform has ...
1
vote
1answer
245 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
340 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
222 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
vote
1answer
533 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 ...
-1
votes
1answer
240 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 ...
2
votes
1answer
395 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 ...