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

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2answers
44 views

How manage multiple images in Unity?

I'm new in Unity and creating a game. So I have a class PicManager in which I have to load my images(sprites) from assets into a ...
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0answers
36 views

Player choosing their own flag with symbol

I have created a very basic flag sprite, it is a white fabric with a wooden support as the texture. I would like the player to be able to change the colour of the white material to whatever they ...
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1answer
33 views

Correctly drag object with mouse

I already have a MouseMotionListener with the mouseDragged method implemented. I can drag an object with the mouse, but it doesn'...
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2answers
72 views

Pros and Cons of making one complex mesh vs more simpler ones

Looks like I have a problem with basic understanding of how OpenGL works. Lets say I have a mesh made out of three cylinders that is shown on the picture: So are there any major difference in ...
1
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0answers
11 views

Font/Text not being displayed using FreeType / GLFW

I have to display text. For that, I am trying to follow this tutorial to display the text. As mentioned in the tutorial, I've linked the libraries and there seem to be no error in linking of the ...
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votes
1answer
92 views

Can DDS be used in OpenGL in Linux without license/patent issue?

Is there a 'standard' for OpenGL game creation intended for both Windows and Linux? I understand DDS is the DirectX standard (or, at least, it appears to be). Is there one that does not have potential ...
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0answers
61 views

Flickering pixels in texture when moving VR camera

I want to be able to create scenes from a photograph, for this I use Shader forge, Unity and tiling is applied to the photo. I am working on an Android application with Google VR in Unity and I have ...
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0answers
14 views

Sprite more bright than texture

I have imported new texture to UE, and have created new sprite. In the sprite I set as material next one: Also I set as Texture-parameter my texture. But my sprite render more bright than its texture....
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1answer
38 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
32 views

Why does my terrain texture fail to load? (OpenGL)

I'm currently using a vertex shader and a fragment shader for loading my texture onto the terrain I made. Here is my vertex shader ...
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0answers
21 views

Meshes pasted into UE4 project have no color - only grey default material

I downloaded an asset pack to start making my own landscape. I copied & pasted the assets files from the .rar archive to my UE4 project folder, and now when I launch Unreal Engine and try to ...
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votes
1answer
71 views

Migrating 2D game from immediate mode to VBOs

I am in the process of migrating away from legacy OpenGL calls in my 2D LWJGL game. Previously I would render each sprite using immediate mode, which was dead easy - bind the texture, add the vertices,...
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0answers
29 views
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1answer
69 views

Opengl texture rendered as solid color,why?

her is my vertex array and texture coordinate.. ...
1
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0answers
39 views

Design of (texture) resource system

For an open source game I wanted to redesign the resource management system but got into a dead end and need some pointers to some reading material or where to go now. Starting point was (mostly) a <...
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0answers
20 views

How can I make metallic maps in Photoshop?

The way I am making metallic maps is I put the UV layout in Photoshop. Decide which portion is more metallic and which portion is less or non metallic. Then I put colors over the layout according to ...
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0answers
21 views

Texture import settings script not working unity.

I have written a script that should make sure the aspect ratio of my image stays the same when i import it into unity. This is the script: ...
1
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0answers
21 views

Built-in Terrain analogs search: is it worth to use imported 3d-model?

I think 3d-model is better than the built-in terrain-component in Unity when it comes to optimization. But when it comes to texturing terrain made in 3rd party 3d-modeller, how to apply resulting ...
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votes
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 ...
1
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0answers
18 views

Emissive material from white texture

I have texture with black and white shapes. I would like that white parts are emissive and black parts are transparent/glass. How to make such material ?
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1answer
70 views

Smoothness texture map in unity

I shall submit a 3d asset to the Unity asset store. Their submission guidelines say,"... must include at least an albedo,normal,metallic (or specular) and smoothness texture map." My query is how do ...
1
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1answer
56 views

What is it called when you combine textures for an object

I am trying to gain a better understanding for modeling and texturing for Unreal 4 and Blender. Now my question is: What is the process/result called when packing textures into one image as shown ...
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1answer
46 views

libGDX 3D texture is stretched

I'm working on a 3D maze game using libGDX. I'm using MeshBuilder to render the walls. All walls are a single part made using a ModelBuilder in the create(): ...
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0answers
29 views

Different textures on the single terrain mesh

I am using Love2D and want to create tiled terrain with a single mesh (to reduce the number of draw calls). I want to change a position of some tiles at runtime and do not want any gap to appear, i. e....
1
vote
2answers
59 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/...
1
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1answer
38 views

Does texture splatting always sample 4 x N textures per fragment (regardless of the weights)?

Texture splatting - usually - is done by vertex painting, where each channel R-G-B-A is assigned as a different texture weight. Due to the way shaders are executed, doesn't it mean that the fragment ...
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1answer
51 views

How to update a dynamic texture

I'm using Ogre 1.10, I have a dynamic texture assigned to a material that I need to update its buffer with a new image every few seconds. How can I transfer pixel data from an image to my dynamic ...
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0answers
21 views

Clarifications with generating dynamic Unity Normal Maps

I am dynamically creating a Normal Map in Unity (for my dynamic mesh) but I am having issues, the problem primarily being my weak understanding of Unity's implementation of the Normal Map as used in ...
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0answers
52 views

How can I raycast a floor in a simple raycasting engine?

I've been following the infamous lodev raycasting tutorial for a little while now but I can't make heads or tails of how the raycasting for the floor/ceiling works. He seems to be drawing the floor ...
1
vote
0answers
30 views

Projecting a moon texture to the background

I want to display a 2d moon image to the background. I have a normalized direction for the center location of my moon texture. I also have the normalized view direction from the camera for each pixel. ...
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0answers
45 views

Raycasting — invalid floorcasting texture mapping

The problem is that the floor moves with the player in same time. In the correct implementation, the player must walk on the floor. I attach the animation on which this effect is visible (in spoiler), ...
0
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1answer
62 views

Normalmap texture in Unity from SP disorted a lot

As title said, normalmap made from Substance Painter in Unity disorted. Here is the picture: I made red rectangles to see more cleary. You can see that the some of line of normal were disorted ...
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0answers
29 views

Create BGRA texture SFML

I have a texture sfml but this texture have a format RGBA how i can change it to BGRA? Or how to create texture with need able ...
1
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0answers
67 views

Unity Pink Texture On WebGL

I'm trying to follow a youtube tutorial for my new game(images puzzle) and by using it's implementation on github to upload it later on facebook. When I run the game inside unity editor its work ...
0
votes
2answers
102 views

OpenGL Array Texture generates black texture

I am creating a game using OpenGL that has many textured cubes. I am trying to use an Array Texture to load multiple textures from one file. I tried to setup my texture atlas; however, all that ...
0
votes
1answer
53 views

World space coords for 2d images

How can I make an 2d image using World space coords with a shape? Like a circle instead of a quad.In 3d you can modify the vertices but if I want a smooth circle there will be too much vertices. What ...
0
votes
1answer
40 views

OpenGL ES texture rendered not as expected with disproportional aspect ratio triangles

I cannot seem to understand how texture coordinates work. I try to render a texture into two triangles and this is what I get Where the expected output is a normal continuous image as you can imagine....
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0answers
28 views

Why are my explosions not showing?

I'm creating a space shooter using type script and I don't understand why explosions won't work meaning that nothing is drawn on the screen and I don't understand what I'm doing wrong. ...
0
votes
1answer
37 views

Display dynamic texture image on inside of sphere

I'm displaying a ring wherever the camera 'looks'. When the camera faces the ground (green) the ring image always looks correct, see image: However, my scene is within a sphere (purple)... and when ...
0
votes
1answer
77 views

Correct way to project a texture with alpha and colors onto surfaces in Unity

I am experimenting with Unity and wanted to project a unit circle beneath a unit and my very first naive approach was to create a child plane below the unit, assign the material to it and stretch it ...
2
votes
1answer
256 views

How can I make tree foliage work with baked lighting?

I have an issue in Unity where my trees are black and it seems to be due to the fact that I'm using baked lighting in my scene. Luckily, it seems that I'm not the only one who's experienced this. I ...
0
votes
1answer
44 views

Issues to display a texture loaded with libPNG with opengles 3.0

I'm trying to load a texture loaded with libPNG on a XY coordinates. I know the width and the height of the texture (32x32). The texture is already loaded successfully and I have his Id. Here is my ...
0
votes
1answer
68 views

Grainy texture from distance

I am using SharpDX, a C# wrapper over DirectX 11 to render terrain. While I am able to render terrain correctly, I noticed that moving around creates a lot of visual noise and makes the texture of ...
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votes
0answers
25 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 ...
0
votes
1answer
43 views

textelFetch returns black value with sampler2D when level is greater than 0

I am trying to write a code for rendering a object with material properties (diffuse and specular). I am trying to use textures to pass float data to the vertex shader (I am accessing the textures in ...
0
votes
1answer
238 views

Using a Compute Shader in Unity to convert a texture to a float array

I have a fairly simple requirement for a compute shader (DirectCompute through Unity). I have a 128x128 texture and I'd like to turn the red channel of that texture into a 1d array of floats. I need ...
0
votes
0answers
17 views

Alternative solutions to applying an overly large and detailed texture to a mesh

I have a very large spherical mesh in my Unity scene (the earth), to which one very large texture is applied (a map of the earth). Now it just so happens that Unity's max texture size (8192 pixels I ...
1
vote
1answer
73 views

How did older games manage their sprites? [closed]

I’m aware that older games would reuse sprites as much as possible (Like the bushes and clouds in Mario, or slime and red slime in dragon quest), how did they manage their sprites? Did they preload ...
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0answers
15 views

How to manage big ammount of textures into one for the complex model?

I mean when I have a model with a big level of detail or solid gamelevel as ONE model - how to manage all textures for it? For example each wall has 512*512 texture, plus floor etc... To sum up ...
0
votes
1answer
75 views

UNITY - Huge amount of GRAPHICS in RTS Tiled game

after year of development and week of unsuccessful optimization I turn for a help from you, guys. So, my game is turn-based strategy with hexagon map. One hexagon consists of one texture for hexagon ...