Questions tagged [textures]

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

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2
votes
3answers
544 views

DirectX11 - Texturing Terrain Mesh with Shared Vertices

I'm trying to create and texture a terrain mesh in DirectX11. I've managed to create the mesh itself, but I don't know how I should do the texturing. Let me start by explaining what I'm doing so far: ...
4
votes
0answers
490 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 ...
1
vote
1answer
209 views

Offsetting ground texture doesn't work in WebGL

so I've created a 2D sidescroller game, the technique I used is to keep the player on the same place, and move the obstacles towards him. I also offset the ground and backdrop constantly to create the ...
9
votes
1answer
10k views

Animated textures for models; How to write a shader?

Was watching some Rocket League and notice there was animated decals and wheels. . I would like to implement something similar to the effects in the image above. How would I go about writing a ...
0
votes
1answer
40 views

texture cordinate VBO not being updated OpenGL

I'm making a minecraft style game and I decided to add a VBO with the texture atkas coordinates of the vertices but it is appearing all white. However I'm following the same process as another VBO for ...
1
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1answer
1k views

Why is my texture wrong?

So I am creating an AR app using Vuforia, and I have found a way to read obj files and index them. But now that I finally got my model to show up, there must be something wrong with my UVs/texture ...
0
votes
1answer
627 views

OpenGL texture bleeding

I am rendering some sprites from a sprite sheet that I generated but as I do, I get a purple haze around the blocks (The purple is coming from the other blocks in the sprite sheet that are next to ...
0
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0answers
595 views

Fade or Cutout Render Mode, least performance expensive?

I would like to optimize my WebGL Unity game, so I was wondering if I have a plane with a texture of say a mountain for background, what render mode for its material be least expensive? Fade or Cutout?...
0
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1answer
414 views

Unity swapping textures not working, weird?

I made two textures for my 3D game character. I can use both of them by dragging them on my player but I want to do the same through code. I searched and found that people are either using: 1) ...
0
votes
1answer
205 views

How to remove Sharp Edges on Texture in Libgdx Game

I am making the above Libgdx game but I have come across the problem of really sharp images for my background if I zoom out of the world. As you can see on the screenshot there are really sharp edges ...
3
votes
1answer
1k views

OpenGL - render to texture - read data to CPU - data are upside down

I am using render to texture and I want to read data back to CPU side of the program. I am using PBO to do this. However, if I save content of texture to the file, data are vertically flipped (upside ...
0
votes
1answer
66 views

Is there a gl*TexStorage* equivalent to glCompressedTexImage*

I have been using glTexImage functions to create textures and then heard of glTexStorage* that is supposed to be better and is introduced in the latest standards. But the problem is that I can't seem ...
1
vote
1answer
228 views

S3TC / DTXn patents

I just wrote a DTXn loader in my OpenGL engine to support .dds files (i.e. via glCompressedTexImage2D) and generally employ texture compression in GPU. I've also ...
0
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1answer
79 views

Row order in OpenGL DXT texture

I'm using FreeImage and Squish library. I think there is no matter what row order is passed to squish::CompressImage (it's simply like inversed image). FreeImage ...
1
vote
2answers
2k views

Spritebatch and Shaperenderer

When I am using the same spritebatch to draw texture and calling shaperenderer inside it, it is kind of misbehaving, like texture is not getting drawn or font is not getting drawn, Why is it happening?...
0
votes
1answer
62 views

OpenGL Textures not sitting right on model

I have been trying to get textures loading properly onto my models but to no avail. I'm using picopng to load my images. Here is my code. [Texture code] ...
0
votes
2answers
1k views

LibGDX: Max number of textures?

I've been developing a game targeted at android. I know not to think about program optimization until the project is finished, but I have to wonder how many textures most phones can handle safely ...
1
vote
1answer
497 views

How to draw textured tile map in opengl

I am trying to create a textured hexagonal tile map in opengl. I have the VBO and respective index buffer. Additionally I have a texture atlas for texturing individual tiles. I'm attempting to create ...
1
vote
0answers
149 views

Monogame: Texture anti-aliasing result in transparent edges

This is a follow-up question on a previous issue I faced with a game I'm trying to make. It's in a 2D isometric perspective and the levels are created from individual tiles. A simple 3x3 map can be ...
2
votes
1answer
413 views

OpenGL Cubemap skybox edge issue

I implemented a skybox into my program using a tutorial, and using the provided 6 textures from that tutorial to make a cube map texture, my skybox looked fine. However, ever since then every other ...
0
votes
1answer
259 views

Performance optimization when changing Textures LibGDX

In the main Screen class of my game there is a ListArray<Card> which makes up the deck ...
1
vote
1answer
700 views

OpenGL diffuse texture mapping

I am working on a small game engine and having some troubles when figuring out how to properly map more complex textures to their meshes. I am loading models using the .OBJ format and as far as I can ...
2
votes
1answer
730 views

Repeating a background texture forever in libgdx

My "game" works with a pretty large playing field, so I need a repeating background. I've implemented this the following way: Loading: ...
0
votes
1answer
141 views

I am Trying to build a survival game using procedural Generation, successful in generating a Mesh, need help in Spawn and texture

I have create a Terrain using perlin-noise map, I am successful so far. But, now when i am trying to add texture, I can't figure out how. I am using using a colorMap to test, I want grass to have ...
3
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0answers
456 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 ...
1
vote
1answer
975 views

Multiple Texture Coordinates Per Vertex (DirectX11)

The models my artists are making in maya have multiple different texture coordinates per vertex depending on what face the vertex happens to be a part of. Originally, to fix this problem, I ...
1
vote
0answers
177 views

Combine diffuse map and lightmap into one texture file

Working with Unity, I'd like to do some more memory optimization. Currently, my 3D models have a diffuse texture and a lightmap, both at the same resolution and compression. I was wondering if there ...
2
votes
1answer
426 views

OpenGL textures look poor

I'm having some issues loading in textures in OpenGL, as my textures keep rendering incorrectly or coming out looking muddy. For instance, here I tried to load a 256x256 color spectrum image. On the ...
1
vote
1answer
102 views

Where do i start with game development when i'm terrible at art and 3d modelling? [closed]

I've wanted to try and make my own game for a while now but i'm i'm terrible at art, textures and 3D modelling but i want to learn it so has anyone got any pointers to get started with the whole ...
0
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2answers
355 views

Using large textures on limited hardware

I've run into a problem where some of the models that I'm loading can have very large textures (2000x2000 for example). While my desktop computer can load them just fine, my laptop gets a segfault at ...
0
votes
2answers
543 views

Sprite loses quality when converted to texture in unity

So I have a sprite that is 750 (width) by 210 (height). I have put it in the game and adjusted the pixels per unit to match the scene size. But soon I realized that I need to use a texture to make the ...
0
votes
0answers
494 views

Faster way to do multi texture blending(HLSL, triplanar texturing and overhang mapping)

Right now I'm doing a lot of lerping to blend my textures based on height(under water, mid ground and height ground), normal.y >= 0.0 for the under side of the terrain, fractal blend map for a marble ...
0
votes
1answer
84 views

For best practice, which “glTexParameters” should I set when creating a texture?

For best practice, which glTexParameters should I set when creating a texture? I am already using a mipmap and anisotropic filtering, but I am not sure if this is ...
0
votes
1answer
30 views

Texture not appears?

I make fat cube "fbx" with blender and export it to unity. this fat cube not allowed texture to appears ! i make a small cube by unity and texture pop-up ! What is wrong ?
0
votes
2answers
1k views

Is there a way to read a picture pixel by pixel in unity without any distortions

In my unity project I have an image file which contains information. I would like to be able to read this .bmp file pixel by pixel. So I tried simply loading a sprite, and then reading its texture. ...
1
vote
1answer
249 views

Does anisotropic filtering need a previously generated mipmap?

I have a GPU which supports anisotropic filtering and a 1024x1024 soil texture. I would like to know, if I even need to create a mipmap when I am using anisotropic filtering or if I can just leave it ...
0
votes
2answers
65 views

Unity: Why do my 2 gameObjects 'share' materials?

no one has answered this on Unity answers yet so I thought I might as well ask this here: recently, I imported my .blend game character and the character consisted of 2 colors: Red and black. ...
0
votes
1answer
109 views

Problem with Basic Diffuse Lighting

So recently I have been learning how to implement Diffuse Lighting in DirectX and I have done so with the following code: ...
0
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3answers
4k views

Missing textures after making a build in Unity

I am working with a 2D game, in Unity. I am able to see the texture, in the Unity editor, but after taking the desktop build the texture is not visible to the scene. What could be the problem?
3
votes
0answers
245 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, ...
1
vote
1answer
166 views

opengl - texture clamping not working

I'm having a problem with post processing in my deferred renderer. When I'm applying an effect like bloom on top of my scene, the bottom of the bloom effect texture leaks into the top of my screen, ...
0
votes
1answer
1k views

Texture Tiling and Texture Coordinates in Unreal Engine

I've just started to learn how to develop games and everything is new for me now. I don't know where to start and I decided to start with Textures and there is something it is difficult to understand ...
0
votes
1answer
445 views

How to put different textures on different sides of a Cube in DirectX 11?

I have recently learned how to texture a cube in DirectX with a single texture but I am now trying to put multiple textures on a cube. If your confused the photo below should clarify. I am aware of ...
2
votes
1answer
710 views

OpenGL managing many textures smoothly

I'm working on a game right now and running into some noticeable performance issues and limitations. Basically, I have this: A few QGLWidgets, all sharing ...
1
vote
1answer
2k views

Why is the standard on displaying missing textures is via a black and purple checkerboard?

In many different games, such as Minecraft and TF2, the default texture is a black and purple checkerboard. Even games that don't use that exact texture incorporate elements of it. Borderlands 2 uses ...
18
votes
2answers
4k views

How does GPU handle texture and VRAM?

It's actually a bunch of inter-related questions: Are compressed textures (dxt5/dxt1 etc.) ever completely decompressed while going through rendering pipeline? If the answer to the first question is ...
2
votes
2answers
1k views

Is it OK to use 6-7k texture map in Unity?

I want to unwrap all my car into one texture (interier, wheels and e.t.c), so for better quality i need to use one big 7k texture. Is it OK or the better choice is to make smaller ones for groups ?
1
vote
0answers
649 views

Creating a smooth transition between materials on large models using Unity and/or Blender

I'm not sure if this is possible or not but I would like to create a smooth transition (cross-fade) between two textures on a 3D model made in Blender that can be imported to Unity. For example if I ...
1
vote
2answers
92 views

Any major perf (or otherwise) concerns with rendering to/from big partial texture rather than multiple?

I have a very low res mobile game I'm working on that takes multiple rendering passes followed by a pass the composes them. Currently, I have a tex for each pass- each of which gets given to the ...
1
vote
1answer
183 views

Why is my texture skewed?

I'm creating hexagonal prisms from code and am having a difficult time understanding how UV mapping works, as the texture I apply to the hexagonal face comes out skewed: Forgetting the sides for now, ...