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

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2
votes
2answers
25 views

How can I load textures in Unity and keep them between scenes?

I have some textures that are used in multiple scenes and I want to keep them in memory to speed up load times between scenes. I know about Resources.Load, but does that always keep it loaded? If a ...
0
votes
1answer
102 views

Unity3d iOS build - where are the textures?

First time building and running my Unity3D app on my iPhone and it appears that all the textures are missing. Everything is just a solid block of whatever color I made it. When running in Unity I ...
1
vote
2answers
189 views

How to deform 2D tileable texture in XNA/MonoGame

I'm looking for a way to deform tillable texture in a 2D game I'm building using MonoGame but I'm not sure how this effect is called and searching the internet for "deforming textures" gives me mostly ...
0
votes
1answer
44 views

How would I create classes for each map tile instead of using a tmx? LibGdx

I am making a top down style game using LibGdx that I want to be randomly generated each new game load. I already have the algorithm to generate the array for what tile should be what. But i'm ...
2
votes
1answer
317 views

How to save file in assets so it can be properly loaded in Android Studio?

I am following a guide on creating a replica of Flappy Bird. - http://www.kilobolt.com/day-6-adding-graphics---welcome-to-the-necropolis.html The step I am having trouble is loading the texture from ...
1
vote
0answers
36 views

How to extract the texture from an image onto a mesh?

(preamble: I think this fits either here or SO with computer vision tag, I chose gamedev because I think you guys are probably really good with textures and meshes, but tell me if my decision was ...
0
votes
1answer
2k views

Rendering Texture Quad to Screen or FBO (OpenGL ES)

I need to render the texture on the iOS device's screen or a render-to-texture frame buffer object. But it does not show any texture. It's all black. (I am loading texture with image myself for ...
2
votes
3answers
195 views

What's the best way to organize small textures in OpenGL?

What's the best way to organize small textures in OpenGL—having them all in a big texture and selecting them with texture coordinates, or using individual OpenGL textures? Until recently, I used to ...
1
vote
0answers
25 views

Browser game - small models with tileable textures vs one big model and one big texture

I am few years behind in terms of browser capabilities. I plan to combine 3D with pixel art, and I am going to use Unity to make a browser based game. I have made a stage that is one model and has ...
0
votes
0answers
18 views

Create Plane or Quad with size set to fit dynamically-loaded texture

I'd like to load a texture image (at runtime, from web, not stored in Asset folder anywhere) and apply it to a plane (or quad, etc.) so that the plane is the same size, in pixels, as the texture. I'd ...
0
votes
2answers
98 views

libgdx texture edge blending problem

I have two completely white bitmaps here: They're there, trust me. When I put one on top of the other and scale them down with TextureFilter.Linear I get this: How do I get rid of the dark ...
1
vote
1answer
35 views

Modern OpenGL Texture Displaying Incorrectly [on hold]

I've been working with this code and have simplified it to the most basic form possible, and even then I cannot get a texture to display properly at all. Here is the code: ...
1
vote
1answer
186 views

Mapping a 3D texture to a standard hollow-hull 3D model

I have 3D models which are typical hollow hulls. If such a model also had a 3D volumetric/voxel texture map then given a point P inside such a model, I'd like to be able to find its uvw coordinates ...
0
votes
3answers
51 views

Problems Animating Texture in OpenGL

I'm trying to animate a texture to scroll a static screen for a television, however I'm having some issues. Just translating within the texture matrix animates all textures in the scene which is ...
1
vote
1answer
29 views

Model texturing not seamless at certain zooms? (C# XNA)

I found a very odd glitch with my game this morning. XNA doesn't render certain textured models properly, while other models are completely unaffected. And it's not even like my models are made ...
9
votes
5answers
3k views

What's the difference between displacement mapping and height mapping?

What's the difference between displacement mapping and height mapping and what is the connection to adaptive tessellation?
0
votes
1answer
53 views

Texture rotation inside a quad

How can I rotate a texture inside a quad without rotating the quad? Here's the code but I'm rotating the whole quad here. glBindTexture(GL_TEXTURE_2D, texName5); glMatrixMode(GL_TEXTURE); ...
0
votes
1answer
769 views

Simple heart container script for 2D game (Unity)?

I'm attempting to create a simple mobile game (C#) that involves a simple three-heart life system. After searching for hours online, many of the solutions use OnGUI (which is apparently horrible for ...
1
vote
2answers
48 views

Proper use of texture units

I'm a beginner using OpenGL v3.3 on C# with SharpGL. I have a simple scene with a Skybox and some OBJ Models. Both the skybox and models have multiple textures. Currently what I do is that I load all ...
-1
votes
1answer
163 views

Doing imagemagick like stuff in Unity (using a mask to edit a texture)

There is this tutorial in imagemagick http://www.imagemagick.org/Usage/masking/#masks I was wondering if there was some way to mimic the behavior (like cutting the image up based on a black image ...
0
votes
2answers
45 views

How to use TextureArray's Pre-OpenGL 4.2?

I've been using TextureArray's in my current Project; However, I have come to the problem of OpenGL 4.2 functions not being on the present Mac software when ported over. Due to only version 4.1 of ...
1
vote
1answer
133 views

Generate ETC2 compressed texture from Android Bitmap in OpenGL ES 2

My app currently uses a lot of textures most of which probably could be compressed quite a lot by using ETC2 (my app runs on 4.4 so i have a lot of devices supporting GLES30), i cannot use ETC1 since ...
0
votes
1answer
310 views

When should I set a texture as a shader resource in order to read it?

I'm writing a Direct3D 11 HLSL shader with SharpDX. What I want to do is write the depth to a texture in one pass and read it in the next one. After declaring the texture, do I have to set the depth ...
8
votes
7answers
6k views

Library to load images into textures, Linux, C and OpenGl

I am looking for simple, self-contained C library for Linux to load images from files into OpenGL textures. The licence should be quite liberal: zlib, bsd, mit or something. I have found SOIL, however ...
1
vote
1answer
506 views

LWJGL SlickUtil Texture Binding

I am making a 3D game using LWJGL and I have a texture class with static variables so that I only need to load textures once, even if I need to use them more than once. I am using Slick Util for this. ...
1
vote
1answer
105 views

How can I scale sprites and maintain visual quality?

I currently have an isometric grid. This grid contains tiles. Some of these tiles have 'tree' sprites sitting upon them. If I have my tree sprite loaded from a texture with a fixed resolution, when I ...
0
votes
1answer
233 views

NGUI Texture Background Font of Sprite

I am new to Game Development and using NGUI plugin free version. There are few sprite images in my game. I made them prefab and instantiated at runtime. then I created NGUI Texture and Made it ...
0
votes
1answer
301 views

problem adding bumpmap to textured gluSphere in JOGL

I currently have one texture on a gluSphere that represents the Earth being displayed perfectly, but having trouble figuring out how to implement a bumpmap as well. The bumpmap resides in ...
0
votes
3answers
170 views

Optimizing Texture Text Rendering?

I have an implementation currently that stores each letter as it's own separate texture, usually only a couple pixels in width and height. So this has some problems as i am unable to do a batch ...
0
votes
1answer
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
1answer
34 views

Problem with textures using DirectX file format in Irrlicht

I'm using Irrlicht 1.8.1, and Blender 2.71 to create my animations. I've just create a simple cube, added a default material to it, and i've mapped a texture to it using UV unwrap, all that in ...
0
votes
1answer
1k views

Bad quality of the sprite in Unity

I need to import a few sprites (background platform and sky) into my game scene but it seems that their quality after importing into Unity is too bad (they are blurred). The original resolution of ...
2
votes
1answer
96 views

multiple textures into one texture

Can i fusion multiple .tga or .jpeg into only one, and texturise my model with it ? Here is an example to explain my self better : I have Mr Bowser as 3d model and i want to integrate it in a game. ...
1
vote
1answer
1k views

How to achieve anisotropic filtering

I am loading a texture and using glGenerateMipmap() on it to achieve some level of mipmaping. I get different result on nVidia gt 555m, and on Intel HD 3000. The texture rendered by nVidia is not ...
0
votes
3answers
140 views

Using Smaller Textures in Unity on Older/Smaller devices

In Unity, when you have MipMapping selected, will this cause the full size texture to always be brought into memory? I have a game which runs on high end mobile devices with ultra-high resolution ...
1
vote
1answer
69 views

Grayscale color mode texture not rendering in libGDX

I am about to develop a game completely in shades of grey using libGDX and just for testing purposes, i created two textures in photoshop: 2048 x 2048 plain white png image with RGB color mode of ...
0
votes
1answer
158 views

2D RGBA texture is gray in GLSL shader

I have a shader to perform LUT coloring of a texture and a c++/c# programs that call it which work perfectly when i use a 1D texture. Since i need to support computers that don't support the 1D ...
0
votes
1answer
37 views

Easy method of obtaining texture coordinates for sprite sheet

In my (OpenGL ES 2.0 Android) game, I use 2 types of Sprite Sheets. In one type all sprites/frames are of equal size and in the other they are all different shapes and sizes. It is the latter one to ...
4
votes
1answer
511 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()) ...
5
votes
2answers
3k views

Unity: how to apply programmatical changes to the Terrain SplatPrototype?

I have a script to which I add a Terrain object (I drag and drop the terrain in the public Terrain field). The Terrain is already setup in Unity to have 2 PaintTextures: 1 is a Square (set up with a ...
0
votes
3answers
167 views

Is there a way to scale a texture via GPU rather than by CPU?

For my game that I'm developing I want to have my cards dynamically drawn so if there is any changes done to them it could be drawn on the card itself. What I have currently is that the cards are ...
0
votes
1answer
928 views

Getting a pixel of Sprite at the cursor position in Unity

Summary: I've been trying to figure out a way to use simple box colliders as a nice and efficient "first pass" collider. For the "second pass", I want to check that the area clicked has an alpha value ...
0
votes
1answer
129 views

Android OpenGL and non premultiplied textures

As I understand it; by default all bitmaps will will get the alpha channel premultiplied in Android if loaded using BitmapFactory. My setup: I have a 32bit bitmap(.bmp) where the alpha channel has a ...
2
votes
1answer
193 views

Trying to extract file icons and use as a sprite texture

I'm trying to extract file icons from the files inside a folder (eg: Program Files), and have them set as my Sprite's texture. I extracted the file icons, converted them to Bitmaps and then to byte ...
5
votes
2answers
147 views

(Unity) Is there a way to automatically create a material for each texture and assign the texture to it?

I have imported hundreds of textures in my Unity project, and I'd like to create a material for each of them. This would obviously take a lot of time, so how would I go about doing this automatically? ...
1
vote
0answers
46 views

Is it possible to completely avoid copying image data when uploading textures to the GPU on iOS?

I am not a game developer, but I have been doing iOS software engineering for many years. I have a particular interest in graphics and animation, but the finer details are still a little foreign to ...
0
votes
1answer
35 views

With a Texture Atlas that has 128x128 tiles, how can I use that in Unity3D?

So I've got a working texture atlas that has tiles fitting 128x128. However, I can't quite figure out how to use them. I know it's probably got something to do with ...
0
votes
1answer
33 views

Texture to Painted Vertex Algorithm

I want to generate some game textures into coloured vertex arrays. Is there a known algorithm to transform texture/bitmap data into an optimised vertex array. Much like how the Homeworld skyboxes ...
2
votes
2answers
71 views

Modifying a texture already applied to geometry

I am making glyphs on a wall "glow" by changing how much of the overlay texture (light intensity) is blended into the diffuse map. The basic approach is to capture the diffuse map into a render target ...
1
vote
2answers
191 views

Application of classes with critical non-static fields in LWJGL [closed]

I'm going to be as specific about this question as I can. Ultimately, how is it that I apply a class that uses non-static fields in LWJGL? More specifically, I know that OpenGL is quite nearly more a ...