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

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2answers
1k views

How can I load textured objects in jMonkey?

I am working on a project in jMonkey, and I managed to create boxes, spheres and such objects, and load textures form image files, but when I converted a Blender file to .j3o and imported it in my ...
0
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1answer
557 views

LWJGL Adding Textures with VBOs

I'm currently trying to texture a cube, but I am having no luck determining what the next step should be. I can load an .obj model from Blender into my LWJGL program just fine, and I can even make a ...
4
votes
1answer
660 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 ...
1
vote
1answer
99 views

Normal map causing certain faces to get shaded

I added a normal map to a MR arch & design material in Max 2012. I have a specular in the reflection color slot and a diffuse in the diffuse slot. As i increase the intensity of the normal map i ...
2
votes
1answer
2k views

How to compute tangent and bitangent vectors

I have a texture loaded in three.js, then passed to the shaders. In the vertex shader I compute the normal, and I save into a variable the uv vector. <script id="vertexShader" ...
1
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1answer
63 views

Does `SetResourceArray` copy the data into the GPU?

I am trying to create multiple textures, and only several of them change every few frames. I don't want to have to copy in the whole array via SetResourceArray for just a few textures that change, ...
2
votes
1answer
390 views

Scaling textures with nearest neighbour without having to use seperate sprite batches

I'm interested in being to scale textures up via nearest neighbour. I can do this via a SpriteBatch.Draw() overload however this means that any other sprites drawn within that batch will also have the ...
2
votes
1answer
304 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 ...
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1answer
205 views

How can I compute the average color of a texture?

I'm making a mini-map system for my tile based game, and I thought the best way to accomplish this would be the following: At the beginning of the game, I calculate the predominant color of every ...
0
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1answer
342 views

Apply a texture on a Box - jMonkeyEngine

How can i wrap a texture (for ex a 4x4 pixels) on a box (1x1x1) in such a way that the texture is repeated and not enlarged to cover all the surface. Geometry box = new Geometry("Box", new ...
1
vote
0answers
191 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 ...
5
votes
1answer
471 views

How can I draw a perspective-correct quad?

I'm trying to draw a quad in 2D (in SharpDX, but that is basically XNA). But texture correction is not working, and I'm getting only an affine textured quad. I'm using BasicEffect to render it. ...
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1answer
132 views

Telling my shader when to use which Texture

So I've just managed to get Texturing via GLSL shaders to work and i can pass a sampler2d textureHandler + my uv coordinates into my shader to specify the texture to be displayed on my Tiles. Now im ...
1
vote
2answers
196 views

How can I repeat a portion of a texture on a quad?

I want to repeat a selected part of the texture into a quad. I was looking at this thread, however the solution involved changing my HLSL. Is there any way to do it without changing my shader ...
0
votes
1answer
329 views

Should I delete the textures I use in OpenGL ES 2 (Android)?

Say I have a skybox and the user can choose out of 2 sets of 6 textures (one for each face of the cube) to use on that skybox. For example if user selects set A, I load the textures ...
15
votes
1answer
712 views

Suitability of ground fog using layered alpha quads?

A layered approach would use a series of massive alpha-textured quads arranged parallel to the ground, intersecting all intervening terrain geometry, to provide the illusion of ground fog quite ...
8
votes
2answers
753 views

How can I implement a scanline effect?

I am working on an old-school platformer in libgdx and I want it to have a "scanline" effect, like this: My first attempt was to make a little texture and draw it on a full-screen quad. I used two ...
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vote
3answers
94 views

Entity System Texture Rendering Performance Java

I use Artemis and LibGDX. I have the following two components which manipulate a texture: ComponentTexture // Stores the texture ComponentSource // Define a region for the texture, that will only be ...
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1answer
156 views

Anisotropic filtering on gbuffer textures for shading pass?

I have a OpenGL 3.3 deferred shader. For my geometry pass I have diffuse textures and/or normal map textures from my models and here I use max anisotropic filtering. But in my shading pass, where the ...
1
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1answer
43 views

2 Images, same object: tone difference and alignment

I would like to know a software which helps in post-production to calculate the general color/tone difference of 2 images. The images contain the same object, but arn't shot from the same position. ...
10
votes
1answer
1k views

How to reduce image size without pixelation?

I see lots of games with smooth edges characters and high res images, however when I try to reduce images to say 64x64 for my character I just get a pixelated mess. even if I start with a 64x64 canvas ...
0
votes
1answer
217 views

What size textures do I need for a 2D grid based game if my tiles are larger than textures I have?

I'm building a grid-based game for iPad, and for usability purposes I've selected my game grid to be built of 75x75 squares. However, so far I've seen that the majority of (free)texture catalogs I can ...
2
votes
2answers
976 views

OpenGL texture on sphere

I want to create a rolling, textured ball in OpenGL ES 1.0 for Android. With this function I can create a sphere: public Ball(GL10 gl, float radius) { ByteBuffer bb = ...
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vote
0answers
100 views

Texture not visible on particles

This is the first time I am working with particles (GL_POINTS) I am using kinematic equations and controlling their movement in vertex shader. I am following an example given in OpenGL 4.0 Cookbook ...
2
votes
2answers
197 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 ...
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0answers
77 views

How can I open Monaco's world file? [closed]

So I am trying to get into Monaco's world file so that I can make overviews of the maps, however for some reason, it refuses to open. The file is a mdf file, located in ...Monaco\Mag Yes I have tried ...
7
votes
2answers
424 views

How many rendering passes is “normal”?

I've been implementing John Chapman's method for SSAO (an excellent tutorial by the way), and I've completed it all minus the final part: blurring it. I believe this is what the entire process should ...
4
votes
2answers
562 views

OpenGL: Filtering/antialising textures in a 2D game

I'm working on a 2D game using OpenGL 1.5 that uses rather large textures. I'm seeing aliasing effects and am wondering how to tackle those. I'm finding lots of material about antialiasing in 3D ...
0
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1answer
34 views

Versions of GL and its device that don't display or required powers of 2 for the sprites

From this question aside from identifying possibilities of displaying images that don't needed to require powers of 2, what are the versions of GL that can actually display images even if don't needed ...
2
votes
2answers
285 views

Workaround for Texture2D.GetData

I’m converting a game from XNA to iOS with Monogame. In the code snippet below, smallDeform is a Texture2D on which I call the GetData method. smallDeform = ...
0
votes
1answer
112 views

Is it possible to display no white images/sprites when using the latest Android OS?

Was it okay to use Texture.setEnforcePotImages(false) in order to disable conditional width and height pixel size that requires power of 2? I'm planning to sell the game app at Google Play. I want to ...
1
vote
2answers
186 views

How can I handle shadowing of a planet's rings by the planet itself?

I assume the most straightforward way to draw planetary rings (such as those around Saturn) is to use a texture that is transparent everywhere except for the rings, and then place the planet in the ...
0
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0answers
28 views

Would it be possible to edit character models of a PS1 game, to be played on an emulator? [duplicate]

There are some abandoned PS1 oldies out there that I would love to see revamped with improved assets. I have some skills with some some modelling programs, so I was wondering if it would be possible ...
0
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1answer
204 views

Using tex2Dlod to determine the appropriate size of the texture

We have a top-down game with fixed camera position. We also use orthographic projection so every model in the game will always be viewed from the very same angle and from the very same distance. The ...
1
vote
2answers
1k views

textures in tilemap games: use 2d planes or 3d objects? (example with Dragons of Atlantis)

How to create the textures in games such as Dragons of Atlantis? I was thinking about 2 ways: using 2d planes to save space and memory, using the color from the 3d software adding a very simple ...
1
vote
0answers
192 views

Drawing cube map and texture array on NVidia cards doesn't work

I have small problem with shadow maps preview. After binding shadow framebuffer I bind proper texture to store depth in it and then render the whole scene. When I read that values in shader to ...
1
vote
1answer
584 views

How to create and populate a 2D Texture Arrays in DirectX11

I have generated a bunch of ID3D11ShaderResourceView that are a 2D textures that have a depth map screen shot for my lights shadows. I would like to take all of these textures and put them into a ...
1
vote
0answers
133 views

Wrong UV mapping when using small textures and positions

I am using a really small texture (64x64) and when I use it as a UV map on my mesh, there are some incomplete lines from the color of the other side of the UV map rendered as well (in this case, ...
0
votes
0answers
145 views

Texturing Custom Meshes/Terrain?

Here's the scenario: I procedurally generate terrain on the fly, creating an isosurface which is an overlay on top of a scalar field of data points. These underlying data points are basically voxel ...
0
votes
1answer
584 views

How to print Depth to a Texture2D and then read it in the next pass on a shader in DirectX11

I'm programming a two-pass effect in DirectX 11 (SharpDX). It's supposed to write the depth to a texture in the first pass and then use that texture to extract data on the second one in the pixel ...
0
votes
1answer
198 views

Why do the ALPHA channel in TGA is not visible?

Good morning GDSE, I am loading a TGA using loadTGA function found in superbible 4th edition source code. Here is how the image looks in Gimp You can see I have enabled alpha channel in Gimp, I ...
3
votes
1answer
155 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, ...
1
vote
1answer
803 views

OpenGL Texture loaded but wont draw on Bind

I wrote my entire Texture loader by hand. I'm not using any Libraries. From what I gather the loading part is done correctly and stored in the texture class: Texture* TGATextureLoader::create(const ...
1
vote
2answers
168 views

NPOT texture and video memory usage

I read in this QA that NPOT will take memory as much as next POT sized texture. It means it doesn't give any benefit than POT texture with proper management. (maybe even worse because NPOT should be ...
0
votes
1answer
1k views

How to load and draw this *.obj correctly?

I have a loader class for *.obj files (called GLModel) which has 2 main methods - public GLModel(BufferedReader ref, boolean centerit, GL gl,Texture texture) which use for *.obj load , and ...
3
votes
2answers
839 views

Need to produce an animated texture of Water where each image tiles in all directions

I need to produce a 2D 'animated' texture of "water" for a game in which each image tiles in 'all' directions, much like those produced by the Caustics Generator, but with the power and flexibility of ...
0
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0answers
152 views

Overlay partially transparent texture onto another, but not the background

I'm using XNA and C#. I have two shapes (texture2ds), and I want to overlay shape 2 (50% transparent square) over shape 1 (opaque circle), but I want to get Option B, not Option A. I basically want ...
1
vote
2answers
326 views

Building a tessellated texture

In games like Minecraft the textures such as grass when lined up side-by-side it looks like one big perfect texture. When I make a texture it's never even and you can see the different blocks. How do ...
0
votes
1answer
82 views

Pre-render bump mapped/normal mapped textures?

I saw Direct3D supports rendering bump map textures. But why is this necessary? Can't I just pre-render the already "bumped" textures and use the exported file? The resulting image is still simple ...
0
votes
1answer
457 views

Difference between texture.Load() and texture.Sample() methods in DirectX?

The question is simply that: What is the difference between texture.Load() and texture.Sample() in DirectX? I've used a Texture2D to store the depth in a pass of a DirectX Shader (with SharpDX), and ...