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It looks like the Wings3D object doesn't have texture coordinates. There is a texture applied, it's just not applied correctly. Without texture coordinates, it'll just stretch a single pixel of the texture over the entire object.


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Please take note that the question was unclear and changed meaning 3 times, hence the 3 answers in one How can I verify that a given size is a multiple of another? This is a very good case to use the Modulo operator. Let's say you have a texture tex with size (width, height). Now you want to render the texture with size (drawWidth, drawHeight) on the ...


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I don't think this is possible in your case. A repeating texture at the hardware level needs to span the entire texture, at least on the axis it is repeating. You can still repeat the sprite if you write your own routine. You would just call draw() multiple times. If you decide to load your repeating sprite as a separate texture so you can render it in one ...


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GL_RGB32UI <- Is this right? Each texel value is 4 32bit integers? The last time I did this and wrote a single 32bit integer to a texture, I used GL_R32I and GL_RED_INTEGER. I've never had that error before but it seems reasonable if you're texture isn't big enough.


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Your picture is of a cube, so I assume that's what you're talking about. You can only share vertices between continuous surfaces. That is, on a sphere, you share all/most of the vertices. On a cube, you must you separate vertices for each face. Aside from texturing, think of the normals you need for lighting. The normal for each side of a cube should point ...


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Texture2D.Resize does not resize texture, it changes amount of memory allocated by texture, like trimming an array. Check Texture Adjustments asset, it offers high performance GPU accelerated texture scale/resizing. https://www.assetstore.unity3d.com/en/#!/content/37732


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Try using CacheProceduralProperty to specify at runtime what properties you want to cache and which ones you don't.


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If you're just looking to make your game compatible with some older devices consider using Quality Settings . Go to Edit->Project Settings->Quality Settings to set up each level and instruct Unity to use full size textures/half size etc.... Then add a Menu Scene that will load first allowing the User to select the settings he wants for his devices.


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Alfonse Reinheart's post in this thread (#8) should shed some light. When you boil it down, the answer is "there's no such thing." Quadrilinear sampling is simply the term used for applying a linear sampling (GL_LINEAR_MIPMAP_LINEAR in OpenGL) to a 3D texture. You can almost argue the answer is "yes" since linear is at the hardware level and it's simply ...


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From the looks of it, you have some other texture layer that's adding "wear and tear" to your model (for example the corners of the ammo cartridge). You should poke around for decals or other layers being applied to the model. I'd be particularly interested in the slider at the bottom:



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