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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How can I ensure to keep equal pixel density?
I work with an artist that draws tilesets and texture atlases for my 2D game.
Since we are not very experienced, we face a problem, when one texture atlas differs to other in size. That means that I ...
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Should tiles from a tileset atlas be separated into individual images when the program loads?
I load a large tileset image in at the start of my program.
To draw the game world, I loop over a 2D array of tile IDs and based on that ID I cut out a 16x16 portion from the tileset and draw that as ...
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How to setup position of an image overlayed another in a stack libgdx
I have tried to change the position of the image bagitem[i]( which items are covered by a green border square; it only used method debug() to appear the border) to center in many ways but have not ...
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Does OpenGL have any automatic texture interpolation?
An image of a minecraft grass block in gimp:
Loading from a texture atlas in OpenGL, gives a much blurrier image:
I know that the actual image in my glfw window is larger than it is in gimp.
(...
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Is texture switching a good idea (OpenGL, 2D)?
Let's say I have two atlases for character animation. One atlas represent idle and walk.
The other one represents striking.
I usually combine atlases into one file, however I thought about using ...
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Seam visible on sphere or torus made in Blender when using a texture atlas
I'm making a game in OpenGL with C++.
I have a problem with my vertices or texture coordinates - there's a seam visible on the sphere where the texture wraps around:
If I use "nearest" ...
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How to render a portion of a texture (upscaled) without affecting the border with SDL2?
I noticed that render a portion of the texture, upscaling it, it affects is border values with the proximity of the outside remaining parts of the texture (when not using Neareast neighbour ...
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why One big texture frames is consuming more RAM compared to be divided into single frame ones [closed]
I noticed that composing frames in a big texture will consume more RAM rather than having 1 frame per texture (or sprite if you would like).
The renderer is SDL2 backed by Direct3D.
Is there any ...
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How do you handle edges on textures that join adjacent textures?
This question explains how to use borders to avoid texture bleeding. The following image is taken from the excellent answer to that question.
But the problem I don't understand is, imagine you have ...
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Baking material used on a model to texture
In my project I have to optimize our assets. I want to create texture atlas. How can I bake objects' materials to a texture, so then I can make all assets in this scene use one material with this ...
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How to unpack a spritesheet
The sprites are not aligned to a grid, they are packed as tightly as possible to preserve space (1px spacing). I tried using Alferd SpriteSheet Unpacker but it didn't work on my image because the ...
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How to fix texture atlas border bleeding?
I am having an issue with texture bleeding, I am getting these lines that border each tile:
I have tried to solve the issue by rounding/flooring, but that does not work either.
The texture atlas has ...
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Should I be worried about textures higher than 4K?
Upon developing a big project, it just happened that when stitching all the thousands of animations spriteframes of a single character together, the sprite sheet turned around to 2K by 13K texture!!
(╯...
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Texture "Mapping" (Using just part of a texture sheet on a object face)? Unreal Engine
I've created a Playing_Card class which is of course for card games such as Blackjack.
The class works fine, except until now I have not used graphics.
I have now ...
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How to map texture pixels to the corresponding 3D positions?
I have a mesh stored in .obj format with a texture image in .png format. For any "defined" pixel in the texture image, I'd like to compute the corresponding 3D coordinates when the texture ...
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SpriteAtlas's sprites not initialized in ScriptableObject?
I am trying to implement a simple abstraction over SpriteAtlas where I can simply request texture coordinates for a certain ...
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Parsing Sprites from Spritesheet
How can I parse a spritesheet consisting of scattered sprites with different sizes, like this example and return the (x, y) and ...
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Using ID3D11DeviceContext::Map to update a dynamic texture results in offset or incomplete data
Background
I'm generating a memory texture at load time to store the offsets into a texture atlas for a tilemap as described here Any way to combine instantiated sprite renderers into one texture so I ...
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Draw calls in Unity 3d [closed]
I have only 20 materials in my game (19 are made with textures atlas). But the Setpass call is 72. I don't understand why. I want to know how to decrease the number of SetPass call.
This is a brief ...
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Automatic 2d tileset textures
I am currently trying around with automatically generating a dungeon.
I'd like to use this tileset https://opengameart.org/content/a-blocky-dungeon
TLDR: how do I automatically apply a texture to a ...
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what are texcoord tags in mesh.xml file in Ogrexml format?
I exported a 3d model from blender 2.79 and using ogrexml import/export plugin.
but the texture will crash and UV map not working in that format.
I made the model by four parts head-body-hands-shoes ...
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Godot 3.2 atlasTexture not creating any texture atlas
When I try to use the new feature of godot that lets you import sprites as an atlasTexture, I dont' get any results.
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Concerns about how to efficiently implement sprite atlas
I currently transform (translate, rotate, scale) a bunch of vertices in my own Java code, then populate an mPositions array and an ...
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Removing texture wrapping artifacts in OpenGLES
I'm drawing an 2D array of cubes in 3D space using OpenGLES. The texture that I have bound is spritesheet-style; that is, it's multiple textures packed into one. If you look closely at the front of ...
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Slicing irregular spritesheet (automatically?)
If found a cool sprite sheet on the internet but its irregular.
Is there any way besides manually cutting sprites to extract the separate pngs?
I need to pack them then again into the Texture Atlas ...
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OpenGL tile map rendering with 1 quad for all tiles and 1 texture atlas
I'm using lwjgl to experiment with 2D games.
I made some maps with Tiled (small 30x30 maps) and currently I draw them by loading the tileset image as one texture and extracting from it the texture ...
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Unity Sprite Atlas artifacts
I want to use the Sprite Atlas in Unity for enhanced rendering performance, but everytime I try to pack sprites into the atlas they appear with severe artifacts.
As you can see, there are blocks of ...
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How to render a trimmed sprite?
I used TexturePacker to create an atlas for me and I've read it into my game. I can use unrotated and untrimmed sprites and it works fine. Now I would like to support trimmed sprites and I'm running ...
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Low Res Atlas Texture vs. Many different materials without textures
So I have recently started to look into optimizing a medium complex 3D scene, more specifically i am looking to improve the performance i get from a fairly realistic bus. I am currently using the ...
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Textures in build duplicated, despite they're packed into atlases
I have a simple SpriteAtlas: "UIAtlas" which is located in the Resources folder.
It points to a folder "UIAtlas&...
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How to use large texture atlases in my shaders on mobile devices
This is a frustrating discovery. I have ported my desktop game to mobile and discovered that floating point precision in my shaders is not good.
I have large animations which I store per frame on a ...
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Draw a texture2D at specific coordinates on another Texture2D
I have a ShipTexture and a Sail Texture. I need to draw the sail texture at a specific location on the shipTexture (call it the sailMountPoint) regardless of the location vector associated with the ...
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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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.