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

learn more… | top users | synonyms (1)

1
vote
1answer
285 views

SDL_Image and typical SDL BMP loading fails completely

been messing with OpenGL and SDL for a pair of weeks. The thing is quite weird. I have been loading a texture from a BMP and using a really easy shader to make it work, and so far it has worked very ...
1
vote
2answers
725 views

Mobile game textures sizes

I am developing a Windows Phone 7 game using XNA 4.0 which I plan to later port to iOS and android using Monotouch and Monodroid. My question is how to determine what texture size should I include? ...
1
vote
2answers
115 views

Textures loading too large on smaller monitors

I have an XNA game, and when i run the game the textures load all good on my computer and on my tv and they're all bring drawn in the right position. But on my laptop, which screen is smaller then ...
0
votes
1answer
211 views

Devices or Smartphones That Can Run and Displayed Images Properly While Power of 2 Code is Disabled

Before making game apps, I want to have any certain smartphone device brands that runs on OpenGL. I have to make a code for images that doesn't need to required power of 2 images so that I can resize ...
0
votes
2answers
201 views

Better quality texture when zooming

Is there any way to have better quality textures ? I thought that creating huge textures will improve their quality in game, that's why I draw textures with 0.25f or 0.5f scale. I understand that ...
3
votes
2answers
450 views

What causes polygonal twitching in older games?

I'd like this answer large part to curiosity and I'd like to recreate it with our modern computers somehow. By old games I'm referring to ps1 games. My specific example would be Megaman Legends I've ...
1
vote
3answers
2k views

XNA SpriteBatch.Draw with rotation, scaling and origin?

I use a 1x1 pixel 2d texture as source for SpriteBatch.Draw. The texture is scaled and rotated around an origin. The left image is only scaling. The right one scaling + rotation around the origin at ...
-1
votes
1answer
140 views

How can I solve this animation [duplicate]

At the moment I have a simple static texture. Now I want to animate my sprite. The texture is a simple human. When the user press the enter button, the human gets into state2. This is the standart ...
2
votes
1answer
415 views

Skysphere to Skybox Texture Conversion

I am working on a hobby project and implemented a skybox, no big deal. Now I bought (licensed) a few really nice sky textures. Unfortunately the textures are projected for a skysphere. I could ...
-1
votes
1answer
139 views

Animation: mid-state

At the moment I have a simple static texture. Now I want to animate my sprite. The texture is a simple human. When the user press the enter button, the human gets into state2. This is the standart ...
0
votes
1answer
356 views

How to scale a texture in OpenGL/LWJGL?

How would I take a texture and render it to a specific size? The texture I'm rendering has a 1:1 ratio so I want to be able to render the whole image like if the window is wide then put black outlines ...
-2
votes
3answers
781 views

Why use textures that are Power of Two? [duplicate]

Possible Duplicate: Why are textures always square powers of two? What if they aren’t? I am using C# and XNA (also MonoGame for other platforms than Windows) to create a game in 2D. ...
2
votes
2answers
148 views

Create a variety a sprites from a single image in XNA?

I want to be able to take a single image and cut them up into a lot of images to make the sprites. How would I do that in XNA since I only know how to load the texture then use it without changing it? ...
1
vote
1answer
2k views

Repeat texture in a scrolling game

The bottom region of the screen is filled by a repeated texture: grassTexture = new Texture(Gdx.files.internal("images/grass.png")); grassTexture.setWrap(TextureWrap.Repeat, TextureWrap.Repeat); ...
2
votes
1answer
113 views

How to create 2D textures from footage

I am new to game development but I heard, that already in the 80s with Prince of Persia, indie developers where capable to create textures from footage. I am developing a game and so far I get an ...
2
votes
1answer
454 views

XNA Textures with background color

I am fairly new to XNA and I have questions in regards to textures. Most of my of textures have a background color along with the overall image (white, black, or whatever). This is quite ugly as the ...
0
votes
1answer
625 views

Initializing a blank texture in OpenGL without artifacts

I'm generating a texture atlas in OpenGL, where I want to create a blank texture and copy my sprites to it. The texture is generated like this: glGenTextures(1, &texture); ...
9
votes
2answers
1k views

Why are some games using some dithering pattern instead of traditional alpha for transparency?

Recently, I have seen some 3D games (eg: GTA IV) to use some kind of ordered dithering to simulate transparency / alpha. The polygons are not transparent as usual, but instead render a dithering ...
3
votes
2answers
477 views

How to use images/text/etc. in XNA without Content Pipeline?

I'm currently writing a program in C# with the XNA framework. It is absolutely necessary for the game's images and text assets to be visible by the end user in the form of PNG files, so I can't use ...
4
votes
1answer
826 views

How to load a png file without alpha premultiplying in ios?

I am making a game in which I use the alpha value, in some cases for transparency, in others for occlusion, and for HDR in others. I'm loading the images like this (this is MonoTouch, but objective-c ...
4
votes
1answer
429 views

Any drawback to using rectangular textures over square textures in OpenGL?

I'm thinking about texture atlas generation where I'd have to choose the dimensions of my atlas, constrained both by my sprites and by the maximum texture size of the current platform. Given that, is ...
0
votes
1answer
367 views

Cocos2d patterns for simple texture management

I'd like to simplify the way I preload image resources in my Cocos2d based iOS apps. I've created a small object the just wraps a few of CCTextureCache's methods. It looks like this: @interface ...
2
votes
0answers
273 views

glFramebufferTexture2D gives corruption with cube map textures

I am using glFramebufferTexture2D with cube map textures but it gives corruption in texture. draw_cube() function works perfectly when i draw that on default framebuffer. GLenum ...
3
votes
1answer
180 views

Texture prefetching in GLSL

I have a fragment shader which needs lots of semi-random access to 32x32 texture patch. Fortunately, the patch is constant for each poly, so there should be no issue storing the whole thing to the ...
0
votes
0answers
11 views

Show 3d object on device live camera in Unity3d for iOS [duplicate]

Possible Duplicate: How to add render able Texture in Unity 3d for iOS How render a 3d or 2d(.jpg or .png )object at device live camera in Unity3d, and this 3d object shouldn't stuck with ...
0
votes
0answers
269 views

How to add render able Texture in Unity 3d for iOS

I want to render an image on texture which should be stuck at one point, not stuck with Camera. I don't know how to accomplish this task because I started unity a week ago but I want to do this task ...
20
votes
4answers
9k views

How to avoid texture bleeding in a texture atlas?

In my game there is a Minecraft-like terrain made out of cubes. I generate a vertex buffer from the voxel data and use a texture atlas for looks of different blocks: The problem is that the texture ...
0
votes
1answer
468 views

Texture will not rotate with gluSphere

I have a gluSphere generated in my display that is rotating, but having a problem with the texture rotating with the sphere as well. So in a nutshell, no matter how the sphere rotates, the texture ...
1
vote
0answers
99 views

Blender 2.6: UV-Matching on Non-Image-Textures

Situation: I want to model a piece of wood in Blender (2.63.0). In order to do this I use a set of Noise and Clouds textures on a brown material. But these textures are warped and shown in the wrong ...
1
vote
1answer
269 views

MultiTexturing by neighbouring points textures

Visual example: I've been trying to understand multitexturing for a while now, I've created a terrain generator but have no need for height just yet and I still want one texture to blend over to ...
0
votes
0answers
183 views

2D Textures are shown through objects in front of it(OpenGL)

I am learning to use pyglet and learning about applying 2D textures to planes in pyglet. When I apply the 2D texture to the plane it works fine. When I make multiple objects with the same texture , ...
1
vote
2answers
1k views

VBO with texture index buffer different than vertex index buffer

I am trying to write my own OBJ importer and renderer in OpenGL (yes, I know, reinventing the wheel) and I found a problem that I don't knwo how to handle. In an OBJ file faces are defined by a list ...
2
votes
1answer
511 views

Distortion of color space in UDK (material editor)

Question Using UDK's material editor, I wish to use a texture as a two-dimensional array of values for mathematical computations (basically, the color components of each pixel in the texture alter ...
2
votes
1answer
91 views

Getting an instance of KX_PolygonMaterial in Blender

I've got a question concerning using Python in Blender's Game Engine. Before I start I want to state that I'm trying to change the color of an object in Blender's game engine. To do this, I'm ...
3
votes
1answer
205 views

XNA windows phone release black textures

i just made a 3d game in XNA for windows phone 7. I build it in release mode on visual studio 2010 and suddenly when I run game there is no textures on models - 2 models are black and one is ...
5
votes
1answer
580 views

How to draw a trapezoid in OpenGL?

The question seems easy, but you simply change vertex positions to match the corners of a trapezoid but it simply fails. I've tried scaling top and bottom edges like this : but when I apply my ...
1
vote
1answer
279 views

Multisampled Texture

i have some doubts with multisampled textures. In fragment shader, how to pass multiple samples? We use glTexImage2DMultisample instead of glTeximage2D. so, how to upload texture data? I want to ...
4
votes
1answer
267 views

How do I get a Model to add a name to it's Texture(s) in the XNA Content Pipeline

I know that a texture's name is not preserved when it's loaded in. I also know that you can give it a name. For example: Texture2D texture = content.Load<Texture2D>("MyTexture"); texture.Name ...
10
votes
5answers
594 views

Texturing an asteroid

I'm trying to texture this asteroid so it looks reasonable. I'm missing something though. Following this tutorial, I got this so far. Now I don't understand the next step: how do you resolve the ...
5
votes
1answer
174 views

Blend multiple regions from same texture atlas

I'm representing terrain in my game as a grid with at each node a composition, for example 100% rock, or 50% grass, 50% soil. I'd like to use this composition vector to blend textures together. I'm ...
3
votes
5answers
770 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 ...
6
votes
1answer
601 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 ...
2
votes
1answer
389 views

Tutorial on OpenGL texture formats

Looking at the documentation glGetTexImage(), one can see that there are plenty of available texture formats. GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D_ARRAY, ...
1
vote
1answer
660 views

Unity3D and Texture2D. GetPixel returns wrong values

I'm trying to use Texture2D set and get colors, but I encountered a strange behavior. Here's the code to reproduce it: Texture2D tex = new Texture2D(2,2, TextureFormat.RGBA32 ,false); Color col = ...
1
vote
1answer
137 views

TexturePacker ignores extensions

I'm using TexturePacker in one of my games, though when packing a bunch of textures their extension is kept in the data file. So when I want to find a texture I need to search for "image.png" instead ...
1
vote
2answers
622 views

Making a 2D game with responsive resolution

I am making a 2D game, however I wish for it to be resolution agnostic. My target resolution i.e. where things look as intended is 1600 x 900. My ideas are: Make the HUD stay fixed to the sides no ...
2
votes
2answers
710 views

Splitting a texture atlas into seperate images [duplicate]

Possible Duplicate: How to decompose sprite sheet I'm doing a port of an existing game and the designer no longer has all of the original art; he only has the resulting texture atlases he ...
2
votes
2answers
270 views

Assigning a different texture based on picking

I'm making a game using XNA. I have some simple objects like cube and sphere, and I would like to change the texture of one face of these objects based on picking. That is, when the cursor is over ...
1
vote
1answer
727 views

Image loaded from TGA texture isn't displayed correctly

I have a TGA texture containing this image: The texture is 256x256. So I'm trying to load it and map it to a cube: #import <OpenGL/OpenGL.h> #import <GLUT/GLUT.h> #import ...
2
votes
1answer
251 views

XNA running slow when making a texture

I'm using XNA to test an image analysis algorithm for a robot. I made a simple 3D world that has a grass, a robot, and white lines (that are represent the course). The image analysis algorithm is a ...