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

learn more… | top users | synonyms (1)

3
votes
1answer
350 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
297 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
63 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. ...
5
votes
4answers
3k views

Can't understand these UV texture coordinates (range is NOT 0.0 to 1.0)

Hey, hello guys, I am trying to draw a simple 3D object generated by Google SketchUp 8 Pro onto my WebGL app, the model is a simple cylinder. I opened the exported file and copied the vertices ...
0
votes
3answers
621 views

Is it legal to reuse a 3D model as long as it has a new texture?

If I create a 3D model and texture for a client, say a house. Can I reuse that same 3D model, but apply a new texture and then legally use that in my own game? Is that enough of a difference? ...
1
vote
1answer
75 views

OSX Based Equivalents for Stacking Normal Maps?

I've been looking for an OSX based alternative to the Windows based xNormal and NVIDIA textures tools for stacking normal maps in photoshop. Can anyone recommend something, whether it's a standalone ...
3
votes
5answers
807 views

XNA 2D Spritesheet drawing rendering problem

I'm making a tile-based game, using one spritesheet containing all tile graphics. Each tile has a size of 32x32 pixels. The main problem is: when I draw the tile to the screen, if the tile position x ...
1
vote
1answer
215 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) ...
2
votes
1answer
514 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 ...
1
vote
0answers
71 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
294 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
242 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 ...
1
vote
1answer
150 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
233 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
711 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
89 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
69 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 ...
5
votes
2answers
365 views

Automated texture mapping

I have a set of seamless tiling textures. I want to be able to take an arbitrary model and create a UV map with these properties: No stretching (all textures tile appropriately so there is no ...
2
votes
2answers
165 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 ...
4
votes
1answer
212 views

Creating rectangles from the inner part of a texture2D

Ok, this may be hard to understand, but I'll do my best. You will see that the first image is a normal mario, and the other is the result I am looking for. I'm trying to find a way to extract ...
2
votes
1answer
324 views

XNA 4.0 Multiple Textures on same Vertexbuffer

I have been messing around with XNA for a long while now, but have never really done much more than just copy/pasting tutorials and editing those. Since a bit I have been trying to really start to ...
-2
votes
2answers
257 views

Procedural World Generation [duplicate]

How does Minecraft generate it's texture (ex. which block is grass and which one is stone)?
0
votes
1answer
140 views

Accessing and changing texture data in SlimDX

How can I access and change texture data in SlimDX? I have a Texture2D and a Texture3D and I need to be able to go in and change either a single or group of pixels.
5
votes
0answers
276 views

Is there a way to start (not) caching textures *now*?

Procedural textures with substance seem to update very quickly if you turn off caching, modify one exposed variable at a time, modify it frequently, and even then only after you've attempted to modify ...
2
votes
1answer
572 views

How to tell what part of a 3D cube was touched

I am writing a rather simple android game and I am implementing Open GL to draw a 3D cube that spins upon the X, Y and Z axis and I need to know where the user has clicked on the texture of the cube. ...
2
votes
1answer
153 views

Resolution independence - resize on the fly or ship all sizes?

My game relies heavily on textures of various sizes with some being full-screen. The game is targeted for multiple resolutions. I found that resizing textures (downsizing) works quite well for this ...
2
votes
1answer
91 views

Why is it when I render a basic cube, my editor's grid changes too?

I have one HLSL file for DirectX11 that only has input layout for color and position. Then another HLSL file for the simple cube that has position, normal and textures. What I noticed is when I render ...
3
votes
2answers
342 views

How do I take a screenshot and blur it?

I want to take a screenshot of the game when it's running, blur it and draw it on the screen. Could you help me with taking a screenshot and blurring it?
0
votes
2answers
160 views

XNA Texture2D positioning problem

I'm currently stuck on something that just seems extremely odd. I'm creating a game with kinect, and when the player performs an action I want to place a texture onto the screen where their hand is. ...
1
vote
1answer
83 views

Images not found in textureregion

Previously I was using simple Texture for sprite based animations, but that did not provide support for images which were not in the power of 2. TexturePacker provides with the ability to load all the ...
1
vote
0answers
236 views

Texture Region drawing issue with LibGDX

I am currently moving my old slick2d project to libgdx. I have created a custom AnimationExt class that extends Animation to which I added a draw method. The Animation's frames are actually ...
6
votes
2answers
647 views

Textures for an underwater environment?

I'm trying to build an underwater scene. I'm including my scene in a large cube, which I'm going to texture with images that resemble an underwater environment. Where can I get textures for something ...
0
votes
0answers
180 views

Problem adding texture to VBO with png texmap in OpenGL

I was doing a VBO and able to load all the data of OBJ file but now I have problem adding texture to it. what i did is that I use the slick library to get the texture file and bind it to the VBO ...
1
vote
1answer
254 views

Workaround for reading and writing same texture?

To apply post effects, it is often needed to read the preliminary image, perform computations on its pixels and store the result in the same texture again. For example, think of a tone mapping or ...
1
vote
1answer
181 views

SharpDX - How do I write multiple streams to Texture2D?

I'm working on a 3D map that is cut as a simple grid of textures. The idea is to draw only one object with all those textures, instead of having a tile object for each of them. Correct me if I'm ...
1
vote
2answers
836 views

How do I use TextureRegion?

I can't understand how to use texture region. I have a png file which has images (sprite sheet) and I must "extract" every image I want. From here it just says TextureRegion(texture, 20, 20, 50, ...
5
votes
3answers
729 views

Tools for assembling textures into DDS files

There are plenty of tools for making images. I'm not looking for one of those; I have many tools for creating an image. I've got tools for compressing images, generating mipmaps, and even for poking ...
-1
votes
1answer
231 views

Differences between textures? [closed]

Me and a small team of people are creating a video game in UDK. As i have heard, the game engine can only go up to 8192x8192px textures. In cry Engine 3, you can go up to about 16K px. Is there a ...
2
votes
1answer
159 views

Texturing spherical terrain, seemingly arbitrary distortion

I'm using this algorithm to find texture coordinates on a sphere: Wikipedia UV Coordinates I get the famous seam due to the wrong interpolation, but I also get odd distortions on certain points on ...
7
votes
2answers
248 views

2-components color model

RGB is the natural color model for OpenGL. But a lot of other color models exist. For example, CMY(K) for printers, YUV for JPEG, the little cousins YCbCr and YCoCg, HSL & HSV from the 70's, and ...
6
votes
1answer
390 views

Texture coordinate discontinuity with mipmaps creates seams

I just started learning openGL and I am getting this artifact when texturing a sphere with mipmaps. Basically when the fragment samples the edge of my texture, it detects the discontinuity (say from 1 ...
0
votes
1answer
2k views

In Unity3D, try to load a png into a Texture2D in an Editor script and then run PackTextures, but they need Readable flag to be set

I am trying to automatically create a texture atlas from a set of generated png files in an Editor script. The problem is that I can't seem to be able to load a png into a Texture3D without it being ...
15
votes
2answers
5k views

What exactly is UV and UVW Mapping?

Trying to understand some basic 3D concepts, at the moment I'm trying to figure out how textures actually work. I know that UV and UVW mapping are techniques that map 2D Textures to 3D Objects - ...
7
votes
1answer
277 views

Is there any difference between storing textures and baked lighting for environment meshes?

I assume that when texturing environments, one or several textures will be used, and the UVs of the environment geometry will likely overlap on these textures, so that e.g. a tiling brick texture can ...
2
votes
3answers
1k views

Mapping rectangular texture on trapezoid-like shape

I have a problem with rendering rectangular textures on non-rectangular surfaces. While googling, I found a thread with person having a pretty similar problem: ...
2
votes
0answers
1k views

Interactively edit UV mapped, textured mesh in Cinema 4D without distorting texture?

I'm fairly new to Cinema and I'm building a rigged flat (2d) character out of illustrated pieces. I want the meshes to have an efficient number of polys but sufficient resolution where they'll bend ...
11
votes
1answer
3k views

How does UVW texture mapping work?

I'm trying to understand the mathematical theory behind UVW mapping. Can anyone explain me how UVW mapping works? Or at least provide me a pointer?
2
votes
1answer
812 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, ...
10
votes
4answers
10k views

Preferred way to render text in OpenGL

I'm about to pick up computer graphics once again for an university project. For a previous project I used a library called FTGL that didn't leave me quite satisfied as it felt kind of heavy (I tried ...
4
votes
2answers
4k views

How detect which OpenGL texture formats are natively supported?

For example, how detect if my videocard doesn’t support "bgr8" and convert it to another format, such as "rgba8" in software mode. UPDATE: Sorry for the confusion. This question more about situation ...