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Questions tagged [texture-atlas]

A texture atlas is a large image containing a collection, or "atlas", of sub-images, each of which is a texture map for some part of a model.

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Vulkan rendering of Minecraft-like world in C++

I decided on using 16x16x16 (4096 total) chunks of blocks. Problem is with textures. First idea was about texture atlas but it would require a lot of calculation and possible problems in dividing UV (...
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1answer
44 views

Animate some tiles of tile map

I have a game where each "tile" of the terrain is a triangle (Settlers 2). Those are placed next to each other and in way creating an infinite world (right/bottom jumps back to left/top). There is a ...
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1answer
48 views

How can I pack repeated textures into one texture efficiently?

I have an obj mesh with some textures, several of them are repeated(uvs are not within [0,1]). I'd like to merge all those textures into one texture and transform the uvs of obj.
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30 views

Repeat a region of an atlas

I'm using libGDX and I've switched from using a Texture instance for each wall in my game to an atlas. The wall texture you see was repeated alright: As you can see, it skips textures when I switched ...
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1answer
70 views

Tools or techniques for UV unwrapping/texturing terrain with features such as roads?

I'm trying to create a map similar to Outset island in Loz: Wind Waker. Here is an example of what I'm trying to create: As you can see, the roads more or less have dedicated tris. However, when I ...
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1answer
25 views

Player customization of entity and handling textures

I'm developing a racing game where you can customize your vehicle with pre-made textures and also user generated ones (players can add assets to the game). I want to know what you think is the best ...
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2answers
83 views

Combining multiple diffuse textures into one leaves strange distortions?

I made 3 models, each has own material. And after texture painting, I combined each their texture to single textures for optimization. Currently making Mobile Game with Unity 2018 and using Mobile/...
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0answers
27 views

Why SpriteKit game is loading too long?

I have a game which is written using SpriteKit. In this game I need huge amount of texture (about 1000) for animation. I store all of these textures in a texture atlas. When I launch my game, it's ...
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35 views

Texture filter and atlas image distortion problem

I have a question about premultiplied alpha images, texture atlas and texture filter (minification with bilinear filter). (I use correct blending function for PMA and all my images are in ...
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1answer
48 views

How to make my SpriteSheet be POT?

So let's say my sprite sheet has 3 sprites in one row. One sprite is 64 pixels wide and high. When that is combined my sheet would be 192 pixels wide and 64 high. So from that, how am I supposed to ...
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0answers
72 views

Libgdx animation for HTML5

I'm working on my first html5 game with libgdx, it's a platform android game that I made a while back that I now want to host on my website. Everything has been going okay till I got to animating the ...
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48 views

Loading of images java libgdx

We are building java war 2 pc game. And we have problem with memory. Our resources are about 850mb(images 750, thousands of small images). This is development phase, so it will be less when we delete ...
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1answer
254 views

LibGDX: Best Texture Sizes to use for highest resolution?

I have two texture atlases: 1 is 1024x1024 (mostly used for GUI elements), the other is 2048x2048 (for game objects like characters). I used Texture filter mip map linear on them. But when the ...
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0answers
407 views

Unity shaders - blend edges of tile textures stored in an atlas

I'm creating a tile based game. The tiles can have different textures. All the textures are loaded at startup and dynamically packed in a texture atlas (this is done to make modding easier). Each tile ...
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0answers
345 views

How to use array texture as a replacement for a texture atlas given thousands of block types in minecraft style game?

I've been trying to figure out how texture atlassing works, only to see people say that you shouldn't do it, and instead use array textures (provided you can target people with that capability, which ...
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93 views

LibGDX html: GWT Error - file does not exist (it exists, actually)

So I ran gradlew html:dist command and got a folder with all the files needed. I checked index.html in the browser and the game ...
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1answer
215 views

Reduce texture switches in UI

I'm working on game which uses LibGDX's Stage2d for GUI. All textures for UI are packed into one texture atlas. Fonts (BitmapFont) are generated in runtime by gdx-freetype for different locales and ...
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0answers
172 views

How to flip sprites with different dimensions horizontally?

I am trying to make an animation on HTML5 Canvas with this texture atlas, which was packed by TexturePacker: and it works good when the Character is facing right. I try to flip it horizontally, but ...
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1answer
105 views

LibGDX: TextureRegion renders correctly, but .getTexture() doesn't

I have a TextureRegion that I get from an atlas map (which in turn I get from the Asset Manager), eg ...
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1answer
190 views

Triangle Texture Packing Problem

I'm trying to create a texture atlas where each triangle face is laid separately from each other (i.e. it is not typical mesh parameterization). In order to do this, I would have to pack the triangles ...
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1answer
390 views

Multiple textures/texture atlas

Is there any performance difference between using multiple textures and using texture atlas in splatmapping? I would want to use multiple ones beacouse tiling and changing them would be easier but ...
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2answers
1k views

How do I import a Spine animation project into DragonBones when DB cannot read the atlas file?

I found 2 interesting Spine projects that I would like to import into DragonBones, but their texture atlas is in .atlas format, which cannot be read by DragonBones. ...
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0answers
374 views

Build includes sprite packer atlas and its original textures

I use Unity's Sprite Packer, it's working great. However, when I looked at the build report (in the Editor.log) it turns out that the build often includes the generated atlas texture and its original ...
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1answer
110 views

Do the sprites inside a PoT spritesheed need to be PoT aswell?

I use TexturePackerGUI to create PoT spritesheets. But do the sprites inside the spritesheet need to be PoT aswell? If they need to, do I need to disable trimming? The framework I use is libGDX.
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4answers
447 views

Why some textures become black in GDX

I have such situation in my GDX game: I have a static class that manage my Drawables. It's a Singleton. I want to load all my ...
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1answer
60 views

why are texture atlases called texture atlases and not image atlases

More specifically, is there anything about texture atlases specific to textures? From what I've read of them, they might just as well be called image atlases. Images are not the same as textures, but ...
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1answer
495 views

Best strategy on VAO and texture coordinates for voxel rendering?

I'm working on a game that has to render a large amount of cubes (voxels) with OpenGL. All cubes have the same geometry (so I can re-use the vertex position VBO) and a single sprite sheet texture is ...
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2answers
378 views

Cutting up a Sprite sheet to frames

I'm new to game development, so please be kind if this is a very simple question. I have a Sprite sheet with 18 frames of the same character (6 col x 3 rows) moving slightly. I want to get the frames ...
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1answer
73 views

Gaussian blur spritesheet/texture atlas without clipping edges

I'm trying to apply a Gaussian blur to a shadow to soften them a bit. I can apply the blur fine, but the problem is that I end up with this: Instead of this: Which isn't great. The image is part of ...
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1answer
241 views

texelFetch weird behavior

I am writing an isometric game engine on OpenGL (version 3.3 specifically). For each wall tileset i have volume mask tileset for the wall relative volume coordinates. Volume mask looks like this: ...
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1answer
306 views

Anti-Aliasing + Atlas Texture + VBO = nasty looking artifact

With my research I have found that using a VBO to render graphics is much faster than using depreciated OpenGL. I've found with this that you can't switch textures mid VBO render, so if I have ...
11
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1answer
4k views

Texture atlas vs. array-texture: how differently are they handled by CPU and GPU and how that impacts performance?

Unity 5.4 (currently in beta), will bring a much awaited feature (since 2013) that is array-textures - in the same vain as OpenGL's ArrayTexture. However, after doing some reading about arrays-...
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1answer
1k views

Learning how to make imposters manually in Unity - how to render an object to a texture not what camera sees?

I am trying to learn the most performant way to make an imposter in Unity manually - not using pre-fabricated solutions. My first guess is that it should be achieved by using RenderTexture and a ...
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1answer
228 views

Reskinning assets on-the-fly with LibGDX TextureAtlas

I'm building a game for Android using LibGDX and I'm attempting to add in a skin feature so players can change the look of the game on-the-fly. I've packed the skinnable assets into their own .pack ...
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2answers
504 views

Using sourceRect or cropping out a Texture 2D to draw? MonoGame/XNA

I was wondering what is the best way to draw textures (for performance). Using the sourceRectange in the spriteBatch.Draw() call and just draw the whole spriteSheet, or crop out every texture on the ...
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1answer
374 views

Libgdx AtlasTmxMapLoader with multiple tilsets

I am working on a Libgdx game which loads Tiled maps. The current map I am working on makes use of two tilesets, one for shadow/light and another for terrain and buildings. The general process I do, ...
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1answer
278 views

How to combine dynamic asset reload and texture atlases? (rectangle packing with removal)

Usually texture atlases are built either: as a seperate content pre-processing step or once when the game starts What I want to do is create and update atlases on the fly when: A new texture file ...
2
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1answer
745 views

Texture tearing with UV texture atlas mapping

The following code maps the texture from a texture atlas to a UV. The problem is I'm having texture tearing issues. Does anyone know how to overcome this problem and have any suggestions? Here is the ...
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0answers
233 views

Best way to load multiple TextureRegion from multiple bitmaps in AndEngine

I've seen a lot of examples of AndEngine usage where some bitmaps are mapped into some TextureRegions and loaded into an Atlas. But what if I have a lot of bitmaps, where each bitmap is a sprite sheet,...
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0answers
214 views

Creating a bitmapfont from images?

A bitmapfont consists of a image and a textfile that hold the position and size of each character on that image. Is there any way to create the text file with just a image? Or do I have to manually ...
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1answer
457 views

Batching texture to texture rendering in Unity on the gpu

I'm working on a 2D sidescroller within Unity 5.1. The terrain is intended to be semi-infinite in all 4 directions, procedurally generated using a noise algorithm. I'm using a 3x3 grid of quads as "...
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0answers
289 views

Should I bake all textures to a texture atlas in a game level?

I'm writing my own game engine using Java/OpenGL. I'm creating levels in Blender 3D and exporting them in a custom file format. I'm not going to be auto-generating any terrain - everything is going ...
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2answers
2k views

Render specific part of a texture in OpenGL (2D Sprite Sheet)

I've looked at this answer to find out how to render just a part of a texture: C++ Opengl render part of an image I tried that, but the problem is, this is how I render my texture: ...
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1answer
371 views

Why does flipping 1 texture region cause an identical texture region to also be flipped? (libGDX)

Sorry for the bad title. I didn't know how else to explain it. The following is a portion of my code: ...
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1answer
443 views

How can I repeat a Texture Region in libGDX

I have a texture that is part of a sprite sheet. I want draw the texture to cover a certain length, but I want it to repeat not stretch. However,when I use the following code ...
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1answer
3k views

How do I manually make a .pack file like TexturePacker (without using TexturePacker)?

I am using libGDX and apparently the only way I see for creating a UI is with texture packs. I would say that since a texture pack is nothing more than JSON or XML file and a large png I could ...
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0answers
958 views

Create an atlas texture in photoshop to use in unity

To create a button in NGUI looks like we need to create something called Atlas that is a material that contains a lot of little images called ...
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0answers
746 views

tex2Dlod to limit max mip level to use for a texture (atlas)

I'm developing a 3D multitexturing terrain engine in C# on Monogame (XNA) plateform. I would like my engine works on Windows XP or upper, so on DirectX 9c minimum. Monogame allow me to build a DirectX ...
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1answer
898 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 me....
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1answer
557 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 ...