Questions tagged [textures]

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

Filter by
Sorted by
Tagged with
0
votes
0answers
167 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 ...
0
votes
0answers
343 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
406 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
186 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?
0
votes
1answer
376 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 ...
0
votes
1answer
225 views

I have a Unity addon that generates noise via a shader. How can I use it besides just dragging it onto a mesh?

I'm probably asking this question wrong. I'm using Turbulence Library to generate noise as shaders. What I want to do is take the noise generated by these shaders and apply them to Texture2Ds that I'm ...
0
votes
1answer
498 views

How to deal with texture coordinates without range?

I have a set of given texture coordinates(u,v coordinates), but they are ranging from (-inf, inf), contradicting the [0,1] convention. I tried to do a rescaling by ...
6
votes
2answers
3k views

Combinations for tiling two textures together

Hi I need to create seamless ground with grass and dirt. I can make two textures connect seamlessly one to another. My question is how to figure out all the combinations, like (left, top, bottom, left-...
1
vote
1answer
156 views

Viewport for pixelart (WebGL)

I'm trying to display 16x16 pixel art textures (all textures have 16x16), but they are not displayed how I expected (they are ...
1
vote
0answers
654 views

Directx11 create Texture2D using subresourceData

I'm trying to create immutable texture in d3d11 so I want to use subresourceData, every tutorial on textures creates them with 2nd argument being null and after that updates subresource but I want to ...
3
votes
0answers
247 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 ...
0
votes
1answer
354 views

DirectX11 bind all textures at once?

If my game will use say 100mb of raw memory for textures, would it be a good idea to put all of them in srv array, bind once and leave it for the rest of the program so that I won't have to bind them ...
0
votes
1answer
36 views

problem in texturing

the first picture is the texture I'm using. and the second is result. problem! the model file it self is no problem. I think the mode is problem. I saw uv coordinates is more than 1. what kind of ...
0
votes
1answer
694 views

Cannot use sprite sheet to add texture to RawImage?

I am basically trying to recreate this sample image from this sprite sheet (Source) I split the sprite sheet in the sprite editor of unity, now I want to use the top left texture for ground. But ...
1
vote
2answers
301 views

What would be theoretical the perfect texture size?

I am more a newbie considering game development but I am dealing very often with optimization of games for work and because I am interested in it. So as far as I know higher texture size need less ...
1
vote
2answers
465 views

Proper way to update pixel array data

For a game that updates a board every frame I am calculating the next arrangement of board, updating pixel array data and render board as 2D texture to quad the size of the screen using OpenGL. I use:...
2
votes
2answers
110 views

Can I force a manually created texture to not be divided with low quality?

I have a texture that I have created that looks something like this: . This is a very low texture map, but it helps me in a shader that I'm making that distinguishes between land and ocean, the ...
1
vote
1answer
51 views

Ground texture comes up blurry using the UV Rect Tool

Im trying to recreate the ground as this sample sprite sheet: https://opengameart.org/content/post-apocalyptic-expansion I downloaded the sprite sheet and extracted the top left block and saved it ...
1
vote
0answers
43 views

Textures blink where there would be black

I am texturing my level, but every single texture "blinks" where there would be black, (as seen in photo) I dont know how to fix this, they worked fine earlier.
1
vote
1answer
822 views

How do I fix my material texture rendering issue in Unity?

I am very new to Unity and was just testing out a few things to make my first ever game. I tried to make a material for my obstacle and I noticed that there is some texture issue. It shows pink lines ...
0
votes
1answer
596 views

OpenGL glTexImage3D not working?

I'm trying to use arrax textures with opengl 3.3 since this the target version for my application. So I have to use the glTexImage3D() method instead of ...
6
votes
2answers
835 views

Imitate a textured sphere in 2D

I'm writing planet generator, using pico8. I got surface generation done: And the last thing to do is to map the texture onto a sphere. Pico8 has no triangle function. So my question is, how do I ...
0
votes
1answer
555 views

LibGDX - Draw multiple textures with different positions with one shader?

currently I'm optimizing my render calls by drawing multiple textures with one shader. The background textures who all share the same position are no problem. But now I want to draw some Textures with ...
1
vote
0answers
92 views

Why is the texture all wrong on my model?

Why is this happening? If possible I'd like to know what this particular problem is called. The model is a simple cube made in blender and exported with normals and MTL. Texture is the cube unwrapped ...
3
votes
1answer
1k views

Unity- how to render-to-texture with VR distortion

I've also asked the question here http://answers.unity3d.com/questions/1392099/how-to-set-a-render-to-texture-camera-to-be-a-vr-c.html (but it's currently "under moderation") So, I want to do some ...
2
votes
2answers
234 views

How do I work out what resolution my backgrounds should be?

I'm working on a game that's 1200 x 800. The pixels per meter ratio is 1:20. When I add my background texture that is 400 x 225. It fits well in the zone however the lines on the image are pixelated. ...
0
votes
1answer
4k views

Compressed vs Uncompressed Textures differences?

What is the difference? As far as i know, compressed textures would speed things up, because the PCIe bus has to transfer less amount of data, and the interconnect is the main latency issue with GPU'...
0
votes
0answers
365 views

What is causing my skybox texturing issue?

I am using the NVIDIA cubemap tool to generate my .dds file in Photoshop but I am unexpected results when the texture is loaded into my application. I'm unsure as to whether this is caused by my code,...
1
vote
1answer
336 views

Apply a grain effect to all the elements of a level

I'm currently experimenting a little bit on level design. Let's say that I've a room composed of walls and a floor tiles. I'd like to apply to all these elements a sort of "grain" effect, similar to ...
0
votes
0answers
29 views

Positional noise changes in Unity Editor vs compiled

I have a surface shader that adds a bit of positional noise, using the following code: ...
1
vote
1answer
140 views

LibGDX: TextureRegion renders correctly, but .getTexture() doesn't

I have a TextureRegion that I get from an atlas map (which in turn I get from the Asset Manager), eg ...
1
vote
0answers
120 views

Problems exporting meshes to Unity 5

After creating a tree (Scots Pine) in SpeedTree Cinema v7.1.1 I exported it as a .FBX ascii file to Unity 5 and I encountered a problem; the leaf material, while viewing it in Unity 5, can only be ...
1
vote
1answer
617 views

Why is my texture not applied correctly in OpenGL 2.0 with GLSL?

First off, this is a Uni assignment, but the lecturer is stumped too. With the shader active, I get nothing, just black. With the shader disabled (fixed function pipeline) I get a rainbow pattern ...
4
votes
2answers
2k views

How to make a palette swap shader that works withn non-pixel art sprites?

I´m trying to build a tool inside Unity that allows our artists to create different color palettes for our characters. The big problem is that since every single sprite is hand-drawn and hand-...
0
votes
1answer
2k views

Can I create realtime textures with text?

I have a large number of items in my game, that will eventually have a texture associated with them. The problem is, for right now, I have nothing. I would really like to do something with, say, the ...
0
votes
0answers
59 views

LibGDX: why using image buttons?

Well, I'm a beginner in libGDX and till now I used image-buttons to draw something which can be clicked for example. However image-buttons are really hard to draw, in fact you have to use it with a ...
2
votes
1answer
578 views

Applying a face image to a mesh head

I'm playing around with 3D graphics programming and it's only a few weeks I'm into OpenGL and able to render meshes with textures with few basic transformations. I've a hobby project where I want to ...
1
vote
1answer
72 views

Why does my line disappear against a white image?

A GIF is worth a 10002 words: Why does the rainbow-colored line disappear when it is displayed against the white image? A few more details: The line is a Vectrosity line that is rendered using Unity'...
0
votes
1answer
763 views

Read from OpenGL texture to Bitmap in C#

I want to read a texture pixels from texture id (associated with some FBO) to bitmap object in opengl (opentk) in c# But it throws an exception says: ...
0
votes
1answer
99 views

Why does my shader's Texture become unselected when I run my game?

I'd like to add a custom material to a line that I'm drawing in Unity (using Vectrosity). I'm using Unity's built-in "Unlit/Texture" shader. When I drag a texture from my Resources directory into ...
1
vote
1answer
156 views

How to resize a D3D11Texture2D?

I would like to scale a D3D11Texture2D to make it smaller. I'm using AcquireNextFrame to get an output of my desktop but it's on FullHD resolution. I just want to scale the texture because I need ...
1
vote
2answers
3k views

Import Blender model into Unity with Textures

I tried a very straightforward import of the Monk model from https://opengameart.org/content/monk into Unity 5.6.1f1, and ended up with no color/texture on the model. Why?
2
votes
1answer
468 views

How can I bake several variations of a substance?

I have a substance (sbsar) that I'm using to generate a procedural material . I have applied this texture to reversi pieces. It works well, but all the pieces look identical. I addressed this by ...
1
vote
0answers
67 views

How can I get textures to combine naturally in Half Life SDK?

I'm quite new to Half Life SDK, the SDK dedicated to the original Half Life, and have mostly been testing my abilities by recreating certain scenes from Half Life 1 and its expansions. One such scene ...
2
votes
2answers
521 views

SDL2 Textures bleeding / 1px border around tile maps - SDL_RenderCopyEx taking integer arguments

https://forums.libsdl.org/viewtopic.php?t=9486 This post gives a good indication of my question. Basically if you set SDL2 logicalScale or otherwise and render textures at native window resolution ...
45
votes
3answers
6k views

Why are examples of game textures often represented on a sphere model?

I have recently started working with Unity and was looking for textures for the background (castle walls and such pieces) on a game that I am thinking about eventually building. I noticed that the ...
1
vote
0answers
389 views

Generating texture coordinates autmatically with Cube Mapping for an object that is not a skybox in OpenGL

I am wondering whether its possible to automatically generate texture coordinates for custom obj models to work with cubemaps. Every tutorial I see online is about environment mapping. Is it possible ...
1
vote
1answer
856 views

How can I efficiently make a solid Texture2D?

I am trying to programmatically make an Image to cover the entire screen. I create the Texture2D, then create a Sprite from the ...
3
votes
0answers
150 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: ...
0
votes
0answers
49 views

How to get the “(human) Face” position from Webcam Texture

I am searching a way to recalculate the current Position of the Face in "Virtual World Position" From a Webcam Texture. I was thinking about a way to solve this via taking the Average Pupillary ...