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Questions tagged [textures]

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

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1answer
625 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 ...
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1answer
701 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 ...
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1answer
233 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 ...
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1answer
67 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 ...
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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 ...
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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
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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
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1answer
691 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
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1answer
2k views

How does the following code generate a full screen quad?

How does this ...
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1answer
680 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?
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1answer
404 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 ...
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1answer
545 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 ...
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1answer
708 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 ...
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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
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1answer
339 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
800 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
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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
185 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
405 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
189 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
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1answer
776 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
75 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
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1answer
682 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
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1answer
738 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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1answer
692 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
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1answer
652 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
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1answer
67 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 ...
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1answer
55 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
546 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
332 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
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0answers
48 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
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1answer
893 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
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1answer
902 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
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1answer
140 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 ...
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1answer
352 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
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1answer
604 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. ...
0
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1answer
994 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?
1
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0answers
34 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 ...
0
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1answer
97 views

Coordinate system not working properly! OpenGL

I am learning opengl and tried to add texture to a rectangle using ...
1
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0answers
86 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
281 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 (...
3
votes
0answers
226 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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2answers
39 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 ...
27
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4answers
8k 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
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1answer
110 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 ...
0
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1answer
338 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 ...
0
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1answer
99 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
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1answer
517 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
207 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 ...
0
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1answer
112 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. ...