Questions tagged [textures]

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

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18 views

How to remove the influence of a region of a texture, using texture stages?

I created a 512x512 shadow texture, and I don't want to render the center part on my Terrain. Can something like this be done? I didn't find anything on the internet about this (Example as in the ...
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1answer
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GL error GL_INVALID_OPERATION: mismatched type setting uniform of location "4" in program "1"

I get this error while trying to add lighting ...
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1answer
40 views

How do I add light to my textures?

How do I add light to my textures using this? I have this GLfloat ka = 1.0; glm::vec3 ia = glm::vec3(0.5f, 0.5f, 0.5f); and in the fragment shader ...
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1answer
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If I want to use textures and colors, how do I put them into my fragment shader?

I have many mesh objects in my scene and I have applied an image texture to some objects but I want to set different colors for the other objects. How do I do that? This is my fragment shader ...
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Opengl. A single texture is applied to all my objects. glTextureStorage2D Error faced

I can't seem to figure out why a single texture is applied to all my objects. I have three objects - fence, ground and cone but they get weirdly placed textures or a single texture on all of them. ...
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1answer
57 views

Make materials higher quality as the user gets closer

Scenario I have a sphere with an low-quality earth texture on it. I also have a much higher quality earth texture (Gigabytes in size) that I can use but it's too performance intensive to use on most ...
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1answer
42 views

Only Square Textures loading correctly (Beginner question)

(Sorry if this has already been asked, I couldn't find any other question or source describing my problem) Okay so basically Square textures load and display just fine. But for some reason, when ...
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1answer
100 views

How to create/get good terrain texturing for an RTS game?

I'm writing an rts-style game, so I have an overhead camera, typically 20-50m above the terrain. Most ground textures (grass, dirt, etc.) I find are obviously made for a much closer, probably FPS-...
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How do I create terrain texture maps from photogrammetry?

I want to create a terrain texture diffuse and normal map. To do that, I have capture some terrain with photogrammety: I have cleaned up the high poly model and created a lo poly model from it in ...
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1answer
82 views

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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UV interpolation gets distorted on a trapezoid [duplicate]

I'm experiencing an interesting distortion in the UV mapping of a trapezoid. When I map a square plane and tilt it backwards, the perspective-correct interpolation gives it the expected pinching at ...
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1answer
51 views

What could be causing my texture in ash Vulkan to render lighter?

I have just completed the Vulkan tutorial using rust and the ash crate. I've been following along with this repository. I am unable to determine what is causing my textures to render lighter. If ...
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1answer
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Creating a background image with Photoshop for Unity

I'm making a home screen for my game. I don't know how to transfer a 2d image from Photoshop into a game that's on Unity. How do I import the image and make it visible in game? It’s a 3D game. I don't ...
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problems with displaying sfml textures

I have created a kind of framework for a game that combines box2d and sfml. All game scenes are stored in the Game class. The scenes also contain information about static and dynamic objects: ...
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Huge texture management in OpenGL

I have developped a big map where the user can navigate. Let's say this map has a resolution of 15000x5000 (for example. It can be even higher). The way I am handling this in 2D is with a Tile Map (...
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1answer
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How to tile a texture

I'm creating a simple program in C# and now i'm trying to slice an image into multiple tiles similar to a grid pattern so it does not get stretched when drawing to different resolutions. What i'm ...
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How to create a modular environment that doesn't repeat itself?

I am creating a modular environment for a game so I have walls repeating quite often. What I want to achieve is to have the same walls with a different look, even though they are the same mesh sharing ...
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1answer
27 views

Unreal Engine - Materials Import as Gray

I imported the .fbx files from here: https://www.cgtrader.com/3d-models/industrial/other/big-warehouse-pack into an Unreal Engine 4.27 project. All the meshes load in properly, but the materials are ...
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How to get UVW coordinates in the generated vertex

I use a homemade path tracer in which the texture coordinates are re-generated. Because of this, my scan on the object flies off. ...
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0answers
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Converting single number to tileatlas coordinates [duplicate]

I'm trying to make a 2d tilemap based platformer, but I don't know how to convert single numbers to a tilemap coordinate. Imagine a map: map = [[10, 12, 24],[12, 14, 5],[13, 011, 19]] (numbers are ...
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Render 3 textures into an RGB texture?

Flutter has support for external textures, but they have to be RGB. I want to render YUV video to Flutter. On OpenGL I used to create 3 textures, and upload Y,U,V to each corresponding texture. Then I'...
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1answer
32 views

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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1answer
51 views

UVs Distored When Importing Mesh?

The first image shown below is of part of my mesh in Blender, and the second is of that same part of the mesh in UE4. For whatever reason, the UVs are distorted and glitchy once imported into UE4. I'...
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Why my output image is not seamless?

I offset a region of an image but when I tried to restore it using same method it doesn't look right. here is my input and output: And this is the code I used to restore : ...
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1answer
54 views

How to draw splatter (one color) on 2D grid to cover approximate number of pixels? (looking for algorithm/math answers)

Imagine a 2D grid, where water stain increasing because of water drops. But not in plain circular way but more like noisy-splatter way. Or like corruption way. I want to create effect that will ...
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1answer
32 views

Dynamic textureIds in glsl

I have a bunch of texture IDs that each correspond to an image, I would like an integer to be passed in as an attribute, and then just get a ...
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1answer
26 views

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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Blending / Lerping between textures in a Unity CG Shader

I can lerp between colors just fine, but lerping between textures just doesn't seem to work. What am I doing wrong? Here's my code: ...
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Why do my textures make randomly colored gaps?

So in unity, I use a palette to paint a texture, but they create randomly colored gaps like this: Why is this? Thank you in advance!
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1answer
54 views

Scratching with mouse to reveal a symbol

How can I make the minigame where you move a mouse around a rectangular grid and the symbol gets more or less "apparent" as shown below? (I can do mouse things, don't know how to approach ...
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1answer
50 views

Not understanding how indices and texturePositions are mapped to vertices in LWJGL

I've been following this tutorial on OpenGL and LWJGL and at some point three different lists are introduced without really explaining how they interact with each other. Can someone explain how it ...
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1answer
65 views

OpenGL 2D texture lookup returns zero (black)

I am trying to use a 2D texture as a lookup table for pre-computed values. In each case I set all values of the texture to 0.5 for testing. When I use a 1D texture, it works and I get 0.5: ...
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1answer
64 views

Implementing wet and dirty materials [closed]

How you would implement wet and dirty materials or material overlays that you can clean like in PowerWash Simulator.
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1answer
380 views

How do I convert a voxel model to a low-poly mesh with texture mapping that accurately mimics the coloured voxels?

I've created a model in MagicaVoxel (A) and I want to use it in Godot. I imported the model into Blender, but then realized that it's using a very high polygon count for such a simple model. I found ...
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Workaround for texture coordinate problem on border of terrain "chunk"?

I am working on clipmap terrain with streaming chunks loaded into a texture array. There are currently 2 texture arrays, one for the heightmap chunks and one for the normal map chunks. Chunks load in ...
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0answers
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Why is this GL_TRIANGLE fan texturing incorrectly?

I am constructing some terrain for a 3D game (in C) as a 2D grid of tiles, the corners of which have height into the 3rd dimension. In the middle of each tile is another vertex, the height of which is ...
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1answer
34 views

Edge bleeding with opacity map

I want to layer a grass texture with opacity over a dirt texture to form an edge. Both on the same model. But I'm getting edge bleeding from the opacity. I made both textures within Substance Designer ...
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1answer
19 views

Does a texture mask need to be the same size as the base texture?

new to game development here. I am working with an experienced 3D modeler and following some tutorials on texture mapping. Apologies if this is not the appropriate question for this forum, but this is ...
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What is the best approach to using videos to animate a weapons' display screen in Unity?

My job is to create, model and animate sci-fi weapons', and create Unity assets out of them so they are ready to use. This particular weapon has two side displays. I've animated some text in After ...
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OpenGL sampling a multidimensional texture

Preface: In my AI project I'd like to do UV mapping of my mesh with a neural texture consisting of 16 channels with 512x512 values of type float16. The result will be a neural frame consisting of 16 ...
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Pytmx loads no tiles or textures, it seems

So, I've been trying to load a tmx file through pytmx But when it loads the file, it only loads a black image with the same resolution as the tmx file. ...
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Libgdx tiles get overlapped on render

I'm trying to create a Tilemap with 64x64 textures which follows this configuration. ...
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1answer
238 views

How to use Texture2DArray with Normal map and Normal Unpack node in Shader Graph

I am extracting Normal Map from Texture2DArray in shader graph and then converting it to normal using ...
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1answer
50 views

Unity Texture2DArray is too noisy

I've generated a Texture2DArray from array of Texture2Ds and for some reason, when my shader is using Texture Array the output ...
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0answers
54 views

SDL2 - Updating part of a texture is slower than updating all of it

I'm programing a kind of cellular automaton in which each pixel is an automaton. I'm using a SDL2 streaming texture with the SDL_LockTexture() and ...
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1answer
78 views

How to best select a texture pair to use in height blending when using a splatmap shader

In my project, I'm implementing a shader to combine up to 4 textures in a terrain using a splatmap texture (https://en.wikipedia.org/wiki/Texture_splatting). I want to combine the splatmap blending ...
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Why does 'SpriteRenderer.drawMode' virtually change from Tiled to Simple when 'SpriteRenderer.size' exceeds some value?

Given: texture size = 225x225 2D sprite object; SpriteRenderer.drawMode = SpriteDrawMode.Tiled; Now if SpriteRenderer.size is changed to 286x286 the sprite is ...
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1answer
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Get all images from peristent data path and save them to a Texture2D array

So i managed to make a working script that downloads images from firebase in this situation and saves them to Application.persistentDataPath. Now what i would like help in doing is getting all those ...
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Not clearing FBO's Texture error in battery economy mode

When rendering inside a FBO's texture, I'm not using glClear() but overwriting each fragment, GL_BLEND is set to true. This works just fine, but I just realised when my laptop switch to economy mode, ...
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2answers
206 views

Is it better to load all of the scene at once or load small parts of it as the player moves?

I want to create a lot of detail in my game but I don’t want to kill the frame rate tracking all the models and movements (like all the grass). Will loading them in pieces save the frame rate or will ...

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