Questions tagged [textures]

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

Filter by
Sorted by
Tagged with
0
votes
1answer
279 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
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 ...
0
votes
0answers
44 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
98 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 ...
0
votes
1answer
166 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 ...
2
votes
1answer
1k views

How to expose a child node’s texture from the parent in Godot

I built a simple scene that I instanciate at will. Simply a KinematicBody2D as root, containing a Sprite and a ...
1
vote
1answer
61 views

Texture does not fit the screen

Hi guys I am really new in OpenGL-ES and I am developing a simple android application with NDK, and I just want to ask why the image is not fit after I set the width and height of it. this is my <...
1
vote
1answer
134 views

Ugly Textures in the Distance

I'm here with another question about direct 3d 11 (sharpdx). My terrain engine is working good, but theres a problem with texture mip maps or filter which I can't figure out :/ The problem is basic. ...
1
vote
1answer
2k views

Why LineRenderer texture stretching when I set it to tiled?

I see this: I have a Line Renderer set up like this: This is the material: As you can see even if the texture mode is "Tile" the line stretches after the first element of the line. What am I ...
1
vote
1answer
56 views

LibGDX transparent textures look weird for a brief moment during skeleton animation

So I have a stage with some characters (Spine2D Skeletons). Each character has a health bar/stamina bar texture above them. The textures are simple PNGs with some gradient on them and transparency too....
0
votes
1answer
532 views

DDS load texture and cubemaps

I'm trying to render a skybox with a cubemap on it and to do so I'm using DDS Texture Loader from DirectXTex library. I use texassemble to generate the cubemap (texture array of 6 textures) into a DDS ...
1
vote
1answer
491 views

Project 360 video on the inside of a iso sphere / polygon sphere

I'm creating a game in Unity. I have a iso sphere or polygon sphere, and I want to project a 360 video on the inside of the polygon sphere. I've learned thow to put a 360 video on the inside of a ...
0
votes
2answers
141 views

Optimize polygons renderization

I'm developing a game (in Ogre3D) that, in short, consist in a vehicle that moves along a terrain and leaves a colored trail behind it. The trails are basically quads (a), these quads changes their ...
3
votes
0answers
52 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 ...
1
vote
1answer
803 views

How can I properly add material textures to my model?

This is the first time I'm doing game development and I decided to pick Godot engine. I downloaded some object on the internet for my initiation learning. There are four files: throp_srub.obj ...
0
votes
1answer
798 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 ...
0
votes
1answer
331 views

Creating single texture for all materials in substance painter with ID map. ID map doesn't bake properly

I am trying to create single texture for multiple materials in substance painter according to this tutorial. https://www.youtube.com/watch?v=HMP2xpGHimY I have two models made in Blender. One with ...
1
vote
1answer
83 views

Creating a large ground texture for mobile

Does anyone has any insight on creating / texturing a large mesh that will be used for a mobile game's level map? Specifically, I was wondering how games like Vainglory achieve this. I am familiar ...
3
votes
0answers
71 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 ...
1
vote
1answer
1k views

How To Resize Existing Texture In OpenGL 4.3

I would like to know how to resize an existing OpenGL 4.3 texture while keeping the current contents. i'm using glTexImage2D(). Do I simply re-call ...
22
votes
2answers
4k views

Does a detailed texture take longer to render?

Let's say I want to render a square; its texture is "square.png." Is it easier for the computer to render it if the texture is just a plain color? And what about if it is a very noisy texture with ...
0
votes
1answer
854 views

Correct way of texture-mapping a 2D mesh in libgdx

this is a question regarding the libGDX framework. I have managed to UV-map a texture to vertices (in 2D) but have come across a few problems that I think might be caused by incorrect order of ...
2
votes
1answer
2k views

How does the following code generate a full screen quad?

How does this ...
0
votes
1answer
935 views

Changing texture offset in unity by script

I am trying to change texture offset in a material by a script to create a parallax effect, but it doesn't move a bit no matter what I am trying. Any tips for this case? Or am I missing something?
0
votes
1answer
486 views

DX11: Alpha blending not working with textured quads

A bit novice on directx11. I am rendering some textured quads out of PNG files (with alpha transparency) and get some inconsistency with my alpha blending. I have a background changing color ...
0
votes
1answer
601 views

Creating paralax background in Unity3D

I am trying to create some parallax background in Unity in 2D mode by tweaking offset of the background material and using tiling. I used this tutorial https://www.youtube.com/watch?v=nGw_UBJQPDY as a ...
0
votes
1answer
869 views

How to create pixel perfect noise shader?

I would like to know how they created the pixel perfect noise shader in monument valley 2 in that b/w level (example picture). I think it starts with a billboard shader, but I have no clue how to ...
0
votes
1answer
1k 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 ...
0
votes
1answer
355 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 ...
2
votes
3answers
960 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 ...
3
votes
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?
0
votes
2answers
217 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 ...
0
votes
1answer
480 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
votes
1answer
210 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 ...
0
votes
1answer
985 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 ...
0
votes
1answer
93 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: ...
1
vote
1answer
799 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 ...
1
vote
1answer
885 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 ...
2
votes
1answer
916 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
720 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 ...
1
vote
1answer
70 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
vote
1answer
56 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 ...
1
vote
0answers
630 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 ...
1
vote
2answers
403 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. ...
1
vote
0answers
49 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
998 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
1k 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 ...
2
votes
1answer
148 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
427 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 ...
2
votes
1answer
646 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 2 3
4
5
28