Questions tagged [textures]

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

211 questions with no upvoted or accepted answers
Filter by
Sorted by
Tagged with
8
votes
0answers
336 views

Environment mapping without cubemap (need coordinates projection)

I'm working on a project with C++ and glsl (4.1). I have implemented a mirror object which is a plane at height 0 that works as follow: I render the scene with a MVP computed such that the camera ...
4
votes
0answers
613 views

Render live MJPEG stream on a plane in Unity

I'm trying to display a live video stream as a texture in Unity. It comes from a Raspberry Pi using motion and encoded as MJPEG. Is there an easy way to implement ...
4
votes
0answers
748 views

Particle-system in the GPU in Unity: how to load/store data from/to a texture in the shader?

I have been implementing a simple GPU-based particle system in Unity, for my current game. The setup is indeed not very elaborated: the shader receives a set of coordinates passed trough the position ...
4
votes
0answers
213 views

DX 11 Specular Highlights in Deferred Renderer

I am currently implementing a deferred renderer in DX11.1. Right now I am having a problem that I can't seem to crack with specular highlights when I have multiple light sources. I keep a vector of ...
4
votes
0answers
503 views

Drawing cube map and texture array on NVidia cards doesn't work

I have small problem with shadow maps preview. After binding shadow framebuffer I bind proper texture to store depth in it and then render the whole scene. When I read that values in shader to ...
4
votes
0answers
348 views

1:1 mapping of texels to pixels with DX11 and multisampling and linear interpolation

Is it possible to get a 1:1 mapping of texels to pixels on a multisampled target in DX 11 with interpolation? It seems to me that the texture coordinate used in the shader is always one of the sub-...
3
votes
0answers
128 views

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 ...
3
votes
0answers
53 views

Weird texture applied

So I applied the baked texture (on the right side of screen shot) but it shows in this manner. What is the problem? I made the model in Blender and also the baked image. The house consists of ...
3
votes
0answers
72 views

One rock gameobject drops FPS heavily!

Okay so this is really odd I have a game object (a rock) that even though is really high detail drops my fps from around 70 steady to 12! Now the object is divided into LOD's and the closer I get to ...
3
votes
0answers
318 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 ...
3
votes
0answers
336 views

Should I use ASTC

So I read about ASTC and that it should be preferred over S3TC. Where I'm concerned is the current status of hardware support. According to Wikipedia every major GPU manufacturer supports ASTC but ...
3
votes
0answers
163 views

What am I doing wrong, in regards to multi-texture?

I am writing a bump mapping demo, so I need an image texture, and a normal texture which should be loaded into the fragment shader. This is the texture part of my OpenGL code: ...
3
votes
0answers
506 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 ...
3
votes
0answers
273 views

Custom Inspector for textures?

I am working with an open source project called Project Porcupine. The project is a game engine for a base building game that allows for one to extend the game. We have a system to read texture files, ...
3
votes
0answers
34 views

First time working on 3D game: exporting steps after designer finishes 3D characters?

First time making a 3D game so could use advice. The designer is creating 3D characters with Cinema 4D (https://www.maxon.net/en/products/cinema-4d/overview/). What steps are required to go from his ...
3
votes
0answers
208 views

Texture gets blurry when moving Box2D body

I'm having this issue that is very annoying. Somehow the texture of the player body is getting blurry and leaving a slight trail with its colors when moving it. The interesting fact is, this only ...
2
votes
0answers
317 views

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.
2
votes
1answer
1k 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 ...
2
votes
0answers
97 views

Advanced copying between textures in OpenGL

I have many RGBA textures in my project. I often copy a part of one texture into another texture using copyTexSubImage2D . I am probably able to copy just a specific channel by setting mask (colorMask)...
2
votes
0answers
1k views

OpenGL textures make very low fps

I loaded some textures just one time before I go to my mainloop(glutMainLoop). I am using SDL for the texture loading. However, when I compile, my game is running at 6-10 fps. When I don't load the ...
2
votes
0answers
340 views

SDL2 SDL_CreateTexture returns pointer to existing texture

I have an initialized renderer in SDL2 that works fine. I create some textures from images using SDL_CreateTextureFromSurface and store them in a vector. ...
2
votes
0answers
313 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 ...
2
votes
0answers
99 views

Texture shader using model's texture

I'm trying to get a model rendered in monogame using a texture shader. I'm using the code from this tutorial project: http://kgiannakakis.github.io/MonoGameEffects/ I created a simple textured cube ...
2
votes
0answers
408 views

LibGDX Android Textures reload other textures, and transparent images get black backgrounds [Pictures]

I have very strange problems with my LibGDX Game in Android - The problem is that sometimes the textures get black backgrounds when they should be transparent, and sometimes when I remove the texture, ...
2
votes
0answers
876 views

LibgGDX drawing two separate Textures in FrameBuffer

So I am trying to combine multiple TextureRegions in to one by using a FrameBuffer. This works extremely well when the ...
2
votes
0answers
668 views

glFramebufferTexture2D gives corruption with cube map textures

I am using glFramebufferTexture2D with cube map textures but it gives corruption in texture. draw_cube() function works perfectly when i draw that on default framebuffer. ...
2
votes
0answers
2k views

Interactively edit UV mapped, textured mesh in Cinema 4D without distorting texture?

I'm fairly new to Cinema and I'm building a rigged flat (2d) character out of illustrated pieces. I want the meshes to have an efficient number of polys but sufficient resolution where they'll bend ...
2
votes
1answer
716 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. ...
1
vote
0answers
29 views

SDL Texture not scaling to the renderQuad

I'm building a Space Invaders clone and using a sprite sheet for my invaders, but when I grab the texture from the sprite sheet, it doesn't scale to the renderQuad that I set. This is the original ...
1
vote
0answers
25 views

Can't import shaders/textures to Godot from Blender 2.8

I'm using this shader for my models and then i import them like this This is the original model in blender: the result in godot: I think i might have missed some step but not sure of which one, i ...
1
vote
1answer
94 views

OpenGL texture2d/image sampling issue. Strange artifacts in texture

I have an issue when using textures in OpenGL, strange artifacts occur where geometry overlaps, but not always. Video Reference. I am using a GL_TEXTURE_2D with <...
1
vote
1answer
51 views

Draw calls in Unity 3d

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 ...
1
vote
0answers
95 views

Unity Shader-Graph randomly tiled sprite

Lets say I have a shader with a clean white tile. Then I use it on a wall and tile it a few times. I also have a sprite with numbers. Now, is it possible and if yes how. To put a random sprite ...
1
vote
0answers
129 views

Projecting grid textures to select parts of the terrain (Unity)

So I'm trying to be smart and not use 500+ some tile prefabs to make a grid, and so far the back-end portion has gone swimmingly. I initially used a dedicated mesh to represent the grid, but as I'm ...
1
vote
0answers
53 views

Can I use trilinear filtering for my sprites, but keep their outlines unfiltered?

Suppose that I have two images of equal size. They both contain a square: https://i.stack.imgur.com/BI62X.png https://i.stack.imgur.com/Nev5Z.png When overlapped, both squares will appear next to ...
1
vote
0answers
72 views

Unreal Engine Niagara Write to Texture or Data Structure

In the Niagara system, is there any way to write to a texture? I want to write the position of each particle into a texture. So the 2d grayscale texture has its intensity as the number of particles in ...
1
vote
0answers
103 views

PyOpenGL Cubemap ARB Texture not rotating with gluSphere

I've made a gluSphere render in my display and have given it a cube map texture of the Earth. The texture is visible just fine (see below), but I cannot get it to rotate along with the shape. this ...
1
vote
0answers
120 views

Unity: Terrain Texturing Roads

The way I would texture a road within a given terrain is with a seperate mesh and a horizontally tileable texture such as this: Then make sure the texture on the edge of the road and the terrain ...
1
vote
0answers
37 views

How to import a texture to be used as occlusion map?

The same way normal maps need to be imported as "Normal map" in the import settings, how should I setup an Ambient Occlusion texture to correctly work? I've been searching around in the manual and ...
1
vote
0answers
112 views

HLSL DXGI_FORMAT_A8_UNORM Texture - dark colors appear less opaque than white

I am trying to render a DXGI_FORMAT_A8_UNORM texture (precisely, a font bitmap) in multiple colors by specifying the color per vertex and then apply the alpha value ...
1
vote
0answers
341 views

The most popular Resolutions and Aspect Ratios in Android OS 2019

I develop the game with Libgdx framework. When I tried to deal with support multiple screen resolutions it turns out that Libgdx is not following Android approach how to deal with Screen sizes and ...
1
vote
0answers
805 views

Is it possible to make a randomly rotating terrain texture painting brush in Unity?

I wanted to make a terrain in unity with a dirt texture painted onto the original grass texture to make a path, but when I tried, the dirt (and grass) looked repetitive and full of patterns. My ...
1
vote
0answers
291 views

How do I wrap my custom texture to a quad using DX11 and C++?

I have manually cut out some textures from a sprite sheet and saved them as individual files for now, and I am trying to load in this png and apply it to the quad I have drawn on the screen, but for ...
1
vote
0answers
173 views

How do I create textured landscape in low poly style?

I'm trying to create something similar to this kind of artistic landscapes in Unity. I've been from trying to use Unity's terrain system and Gaia to making it in Blender; no matter how I can't figure ...
1
vote
0answers
78 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 <...
1
vote
0answers
25 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 ...
1
vote
0answers
31 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 ?
1
vote
0answers
33 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. ...
1
vote
0answers
501 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 ...
1
vote
1answer
1k views

LibGDX: How to use AssetManager with Texture Atlases?

A similar question was asked before, but I never saw an answer. How does one load individual texture regions that derive from a texture atlas using assetManager? I know that assetManager relies on a ...

1
2 3 4 5