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13

Sounds like the scaling algorithm you're using isn't interpolating pixels. Pictures are best explained with pictures: It's the Major, first in full, then scaled down with Lanczos (left) and nearest-pixel (a.k.a. no interpolation) (right) to two sizes. The same comparison, in 3x magnified: Make sure the scaling you're using is resampling sensibly. For ...


8

There are many reasons why you may be getting those lines. I wrote a more detailed answer in here, but the bottom line is: Do not do atlasing and mipmapping at the same time. For 2D, in general, you don't want/need to do mipmapping. That's useful mostly in 3D where you don't know the size at which your textures will be rendered, but that's usually ...


2

Texture shaders actually does not exists on a GPU. They are just emulated in drivers. What it means is, that using them is very slow and you shouldn't use them in a real-time application like game. If you looking for clearing textures just use clear function. If you want to create texture procedurally i do recommend binding it as a rendertarget and using ...


2

The industry standards for 3D modeling are tools such as Maya, 3D Studio Max, Softimage, Modo 601, Zbrush(sculpting), and Blender. Blender is free, while all of the others are quite expensive. Blender is not only a modeling, but animating and rendering suite with a programmable framework. It is a very good place to start, and has a great community. If you ...


2

What you would do in this case, is draw a colored rectangle behind this texture first, and then draw this texture on top of the colored texture. This is assuming the center portion of your graphic is transparent. SpriteBatch.Draw(BlankTexture, new Rectangle(Area, Of, Your, Texture), null, YourColor, 0, Vector2.Zero, SpriteEffects.None, 1); ...


1

OK, my lack of understanding of Paint objects and how filtering works let me to make some incorrect assumptions about how straight forward this might be. I have figured it out in the end anyway. To do additive blending you need grey scale images that represent each channel of colour: alpha, red, green and blue. Gimp has the functionality to separate ...


1

Which part gets colored and how can I control it? All of it and you can't unless you make your own shader. I have a rounded block and my goal is to have the center filled with a certain color chosen by that parameter. Tinting does not to solve this problem. What you want is making which was covered pretty thoroughly here.


1

From looking at your screenshot, I guess Ogre is using per-vertex lighting. This means it calculates the lighting only at the corners of your box, then it just blends (interpolates) across the box sides. When you look directly at a box side, all 4 corners are outside the narrow spotlight, so all 4 corners are black. One solution is to tesselate your box ...


1

I'm pretty sure that's just happening because your UV map is spilling over into the black area of the texture. If you just bring your UVs in a bit it should work. Or you could just do it the lazy way (like me) and paint along the borders of the white/black area to make it impossible to read any background pixels, EG:


1

In your cell class change Cell_texture to a byte Add 2 variables public static Texture2D Texture1; Tpublic staticexture2D Texture2; And your switching logic if (Keyboard.GetState().IsKeyDown(Keys.Enter)) { cell[X,Y].Cell_texture = 1; } And in your draw method if (cell[X,Y].Cell_texture == 0) //DRAW TEXTURE1 else (cell[X,Y].Cell_texture ...



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