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

3 votes
Accepted

Visual artifacts on long distance on plane

This problem happens because you're mixing atlasing with mipmapping. Don't (naively) do this. I've previously explained it in here, and with more detail in here. In most cases, you either mipmap, or …
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1 vote

HLSL Multitexturing with more than 4 textures

As far as I understood, you want to blend multiple textures. …
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  • 13.5k
10 votes
Accepted

Mip Maps on 2D Sprite causing black line above. Why is this?

That's useful mostly in 3D where you don't know the size at which your textures will be rendered, but that's usually uncommon in 2D. … That's meant to give you better results when you're looking at big textures from extremely sharp angles, which simply doesn't happen if your game is 2D. …
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1 vote
Accepted

LibGDX stretching 2d graphics

Without seeing your code, my ability to help you is limited. However, these are some ideas I can think of: There's another semitransparent texture on top of it, that is causing this problem. Try rem …
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1 vote

XNA 2D Spritesheet drawing rendering problem

Based on the images you're showing, it is very clear that the renderer is interpolating, so you have to disable this interpolation. This has little to do with half pixels. Now, I'm not really knowled …
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4 votes
2 answers
4k views

How to load a png file without alpha premultiplying in ios?

I am making a game in which I use the alpha value, in some cases for transparency, in others for occlusion, and for HDR in others. I'm loading the images like this (this is MonoTouch, but objective-c …
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10 votes

Why is it possible to encounter a texture coordinate greater than 1 or less than 0

Precisely, to repeat a texture. So, if you have a quad, and the texture coordinates go from 0 to 1, the texture will be drawn once. If the coordinates go from 0 to 2 and wrap is set to GL_REPEAT, the …
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  • 13.5k
5 votes

Should I be using spritesheets, because of or despite of my vast number of images?

Rendering performance: Once all your textures are in VRAM, the amount of textures you have will not affect the rendering performance. … For more advanced performance gains, you can use, say, 8 texture samplers, and group draw calls for every 8 textures, so you only have to change textures every 8 textures. …
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15 votes
Accepted

How can I prevent seams from showing up on objects using lower mipmap levels?

You can't. All right, that was a bit harsh. Let me illustrate this with two examples. Let's get outside of the computer graphics world. Suppose you are given a piece of paper with the texture you g …
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41 votes

How to avoid texture bleeding in a texture atlas?

such a way that bleeding won't be a problem) However, what I think is going on with your program right now is that you're probably not using the correct texture coordinates, and because of that your textures
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