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Questions tagged [textures]

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

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1answer
671 views

Noticeable quality loss on texture captured using Graphics.Blit vs Shader output directly to a mesh

I'm currently using a GPU shader to generate a texture. I want to be able to capture the output of this out I'm using Graphics.Blit to output the shaders result to a ...
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1answer
253 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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3answers
461 views

OpenGL: How do I map a square texture onto a rectangular surface?

I'm not asking about how to map the texture itself. I'm just wondering how I could go about evenly mapping a texture to an object so that it repeats itself instead of stretching to the surface. For ...
4
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1answer
102 views

So, I need to create varied animal textures for my game. How would I go about doing that?

For example, one of the creatures planned is an isopod like animal. Would I need to get pictures of real animals and adjust them to my needs?
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2answers
99 views

Mip map artifacts

I have created a texture in Blender in texture paint mode. Then I have started to add some details for side and corner texture. They are primarily height maps. I had some minor pixels being a ...
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1answer
214 views

RawImage texture change event?

I have a RawImage and an AspectRatioFitter attached to it so I want to change the aspect ratio to fit the image in the texture ...
2
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1answer
108 views

Opengl - Cascading Shadow Maps Implementation

after reading about CSM, I have a few questions about the implementation that I can't find the answer to. According to the wiki, an FBO can only take 1 depth attachment, so in order to render ...
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1answer
419 views

How do i set up 9-slicing in Opengl?

What is the ideal way to set up 9-slicing? (for the people who don't know what 9-slicing is) Let's say we have a quad, with a texture applied to it. 9-slicing is basically a way of dividing a ...
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1answer
51 views

How do I colorize a texture with libGDX?

I'm working on a libGDX implementation for my library which draws ASCII tiles to create a text GUI. My current Swing + BufferedImage implementation looks like this: ...
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0answers
67 views

Unity - Materials gray from distance (without fog)

I am trying to generate some terrain, but the materials are greyed out when zooming out. That would look something like this: So, what you are seeing here is the landscape I am generating, which is ...
1
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0answers
405 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
68 views

Multitexturing: arbitrary number of textures and UV sets

In the vein of Photoshop or After Effetcs work, our users can composite an arbitrary number of layers and drive fragment colors and opacity with the result. A layer is: either a texture or arbitrary ...
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vote
1answer
400 views

Texture upside down

I'm making a top down 3d game. I made a model in blender, uv unwrapped it, and made a texture for it. Texture in blender from the top: I saved the model as a .blend file and the texture as a png. I ...
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0answers
122 views

Generating a texture coordinate mapping for a tetrahedral mesh from a point cloud

Is it possible to texture a tetrahedral mesh without knowing the texture coordinates ? I have the following obj file, with vertices and faces. How would I generate texture coordinates, using a shader ...
1
vote
1answer
419 views

Unity procedural skybox shader texture stretching

I am using the procedural skybox shader that Unity provides, but have tweaked it so that I can have a cloud texture. The problem I have, is that the texture is not tiling correctly, even though it is ...
3
votes
1answer
503 views

Procedural planet to sphere texture

I'm making a 4x space game. I have a procedurally generated galaxy with planets in 3D space. The view is above the planet plane at -45 dec y-up i.e 45 deg isometric. I procedurally generate the planet ...
2
votes
1answer
61 views

Opengl Model Render symmetr issue in c++

I'm building an OpenGL program that imports and render models wich work quite well. but recently I've been facing a problem with a model(Just one model) that works fine in everything else but my ...
1
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1answer
49 views

Customising character appearance though textures

At the moment I am contemplating adding character customisation to my game, however I am unsure what approaches are available when it comes to using textures/decals to add facial features (like facial ...
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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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2answers
185 views

Mesh complexity vs Texture Size (Performance)

From a performance view, which is preferable: A higher detailed meshes with small textures (like 32x32 pixels) or A less detailed mesh with a bigger texture (like 1024x1024 pixels)? Additional info. ...
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0answers
32 views

DragonBones import question

Most DragonBones tutorials I've found seem to have you importing separate files at the start of a project, but the example projects use a single PNG texture containing all the parts of the final ...
1
vote
1answer
608 views

libpng warning: iCCP: known incorrect sRGB profile

I was working with SDL2 and when I loaded some textures, I got this warning in the console libpng warning: iCCP: known incorrect sRGB profile Though this doesn't cause any error, everything works ...
3
votes
1answer
589 views

How can I replicate the look of Zelda: BotW in my own shaders?

At the moment I really want to develop a game with a similar shading technique that is used in Zelda BOTW however I do not know how I can achieve that look? To me it looks like they are using a cel ...
3
votes
1answer
111 views

Better texture downscaling at 9xMSAA than at 8xMSAA

I'm drawing my game on a render-to-texture FBO with multisampling. The multisampling works as expected, except for one thing: No MSAA 8xMSAA 9xMSAA (left is a untextured quad, right is a textured ...
1
vote
1answer
268 views

Libgdx Texture change

I have been working for several days to try and figure out how to change a texture whenever a scene2d Table is clicked in libgdx, I am using pixmaps to dynamically change the textures colors instead ...
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0answers
324 views

Computing the UV coordinates of a 3D point that lies within a 3D triangle

From a triangular mesh I have a 3D triangle T represented by 3D vertexes v0, v1 and v2. Each vertex has an associated UV coordinate into a common texture image, represented as uv0, uv1, uv2. ...
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1answer
380 views

SVG textures for 3D game objects in Unity?

Is there a way to make textures using vector graphics and use it for 3d models so that textures would be object size independent and won't get blurry?
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0answers
32 views

Animated Impostor

I need to create explosions and smoke, but as the particle does not interact with the environment (there are in the background) I was thinking of using the Animated Impostor technique (or animated ...
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votes
1answer
79 views

Coordinate system not working properly! OpenGL

I am learning opengl and tried to add texture to a rectangle using ...
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vote
0answers
60 views

images loaded onto texture appear completely white

I am applying a texture to a primitive plane using ARKit and Unity like so, ...
3
votes
1answer
236 views

Diamond square texture: too-diamond-ish?

I wrote a small JavaScript implementation of the Diamond-Square height map/texture algorithm and the result is much more industrial-looking than I expected. I can trace a diamond pattern throughout (...
2
votes
0answers
180 views

How to render texture into box2d objects from Tile Map? Libgdx

I have a problem, when i try to render textures. I read positions of gameObjects, for example coin and create box2d objects circle shape. I have wrote game logic and began make a graphic. But for some ...
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votes
2answers
34 views

LWJGL/OpenGL - Textured squares not displayed behind other transparent textured squares

I've a MapView class that contains many tiles (MapTile class, a tile can be in the background), vertex array object and vertex buffer object for rendering of the map. I also have a function that ...
0
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0answers
135 views

Why do my mesh gameobjects turn pink and featureless on game build?

Within the Unity editor I created this picture: It is what I want. I build the game, run it, and find this picture instead: What happened to my beautiful game objects (axes, spheres and regression ...
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0answers
27 views

Textures do not load on one ios device

Im testing the application on the devices of my friends using testflight. On all devices such as: iphone 6s, ipad air 2, ipad 2 the game works fine, but the iphone 7 does not load the textures (...
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4answers
6k views

What is the difference between a Sprite and a Texture?

I have an assignment due for University, and my task is to discuss textures used within video games, and how they have evolved. My main question is, what is the fundamental difference between using ...
1
vote
1answer
87 views

Weird streching of a texture in OpenGL

Here is the problem: I'm rendering a red triangle in an offscreen Frame Buffer Object. I have a texture of that Buffer, and i'm applying this texture to a Simple rectangle(at runtime). I get This ...
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1answer
186 views

Changing the color data of an instance of a shared texture? MonoGame

I want to load multiple instances of a texture on the screen and be able to change the color of each one individually by clicking on it. I've tried many different ways and currently I'm creating two ...
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1answer
87 views

Textures problem in LWJGL VBO`s

I`m working at VBO terrain renderer. Now i have two troubles: While try to render 100x100 terrain I have a 50x200 terrain Textures is not rendering. I spent really much time about it, and I have ...
2
votes
1answer
242 views

Unity: Texture huge areas with decals

I'm using 1024 textures for smaller buildings and 2048 for larger one's. Basic workflow: 1) Unwrap in Blender 2) Smack a concrete texture on it 3) paint some dirt here and there. Result: This ...
3
votes
3answers
200 views

How to render a very large amount of objects in a single call to drawelementarrays() in OpenGL?

The gist of the situation is as follows. I have hundreds of cubes that need to be rendered. The cubes share the exact same mesh, but they will be rendered at different positions. The position of the ...
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votes
1answer
79 views

How to texture a floor so that edges have slightly different texture than the rest of the floor

When trying to create somewhat realistic environments, I often find that the edges where floor/wall/ceiling meet will have slightly different texture compared to the rest of the floor/wall/ceiling. ...
0
votes
1answer
1k views

Unity Performance: How many Materials per Object?

I have learned that a Mesh with 4 Materials each 1024x1024 in Size is somewhat slower than a Mesh with 1 Material 2048x2048 in Size? In my usual workflow I tend to seperate different Materials into ...
1
vote
0answers
219 views

LibGdx: Texturing cube results in jagged transparent edges

currently I'm in the works of programming a game - surprise xD I'm using LibGdx for this manner but I've encountered a very unknown bug I guess. I wasn't able to get any further by searching the ...
0
votes
1answer
256 views

C++ SDL Bullet shooting problems

I'm coding a C++ SDL game and now I got a problem with my bullets. If I shoot, bullets should fly away in a straight line according to the player's angle. That's ok but how can I copy multiple bullets ...
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0answers
107 views

Alternatives to bloom for glow?

I am making an android game. Mobile phones are usually very limited in graphics capability and so I do not want to use standard post-process bloom due to performance drawbacks. However I do want to ...
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0answers
201 views

How to use a decal / logo / tatoo texture on a object or character?

It appears I've misunderstood the purpose of Standard Shader's "Secondary Texture" options. If I wish to map temporary details to an object, what is the Unity-appropriate way to do this? I am ...
0
votes
1answer
259 views

Ogre3d 2.1 - How to apply texture on mesh?

I have searched forums and tried to read the Ogre 2.1 samples, but I still have no clue how to apply texture on mesh :( Here what I've done so far. I use Easy Ogre Exporter to export the scene (...
4
votes
1answer
142 views

What is the difference between these options when saving an image as a PNG in Photoshop for my game?

I'm creating sprites and tilemaps for 2D games. I might just use Unity. What is the impact of choosing different options when saving as a .png?
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1answer
249 views

Implementing pixel-perfect collision - Libgdx

I just started learning game programming through the libgdx framework and I am at the collision detection stage of development. I made a pretty simple game that has some basic bounding-box collision ...