Questions tagged [textures]

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

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1answer
35 views

How to create a 32 bit red texture byte buffer

I want to make a red texture image buffer. Would anyone help me to make it in right way. I have tried following: ...
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0answers
203 views

How to scale UV coordinates from a specific offset?

I'm currently attempting to copy a small texture onto a larger texture, but I want to have control over how large and at what UV position the smaller texture is copied over. I've made some progress ...
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1answer
403 views

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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0answers
135 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 ...
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2answers
54 views

Meshes exported from blender as .obj does not map correctly

I am having some problems with developing my game in OpenGL with java (Using LWJGL3). I have been following a guide for the more complex steps of the process, like loading meshes. When using the ...
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1answer
111 views

PVRCT Texture Format with glTexStorage2D on Open GL 3.0 ES How?

I've looked everywhere and I can't seem to find the answer. How can I use glTexStorage2D with PVRCT textures? I've done this: ...
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1answer
78 views

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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1answer
119 views

OpenGL Textures not showing

So I'm currently working on a small C++ project for a school assessment and for some reason my Textures are not showing when I run the game. I don't get any compilation errors but they don't show up. ...
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0answers
129 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 ...
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1answer
351 views

Where should I store textures for a game?

I am currently creating a game in SFML using C++ and I'm wondering: what is good practise for a location for textures? Should I store it with my project? Or my executable? Or even in something like ...
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1answer
57 views

Stealing system RAM for texture cache

As an example, the N64 has a notorious 4kb texture cache. Could someone sap another 4kb (or more) from the system's RAM or the Expansion Pak and use that as texture cache space? If so, would it be ...
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0answers
315 views

How to get Pixel Coordinates of certain colors in a Texture?

I have a relatively big Texture, and I try to find a certain color pixels pattern: eg. White, Black, White, Green . They are lying next to each other, If I use Texture2d.Getpixels() on every pixel ...
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1answer
169 views

Difference between texture.Load and texture.Sample(PointSampler,..) in HLSL/Dx

Conceptually, I understand the difference between load and sample but I want to know if essentially point sampling and load do the same thing when it comes to selecting a texture value (ignoring an ...
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2answers
290 views

Element's texture is null - Monogame/XNA, C#

I have a ArgumentNullException everytime I try to call the Draw() method of my Projectile class in the Game1.Draw() method. In Game1.cs Initialize() method: ...
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2answers
243 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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1answer
237 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
115 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 ...
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1answer
251 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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2answers
170 views

Sprite brighter than texture

I have imported a new texture into UE, and have created a new sprite. I have setup the material of the sprite as follows: I have also set my texture as texture-parameter. But my sprite renders ...
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1answer
220 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
72 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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1answer
198 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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1answer
1k views

Opengl texture rendered as solid color,why?

her is my vertex array and texture coordinate.. ...
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0answers
69 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
24 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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1answer
27 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 ...
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0answers
28 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
848 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 ...
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1answer
91 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
350 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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2answers
167 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/...
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1answer
199 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
241 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
32 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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1answer
119 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
63 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 ...
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0answers
329 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 ...
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2answers
690 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 ...
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1answer
295 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 ...
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1answer
119 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. ...
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1answer
48 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 ...
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3answers
2k 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 ...
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1answer
1k 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 ...
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1answer
152 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 ...
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1answer
191 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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1answer
258 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 ...
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1answer
2k 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 ...
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0answers
40 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 ...
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1answer
93 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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