Tagged Questions
4
votes
1answer
39 views
Blend multiple regions from same texture atlas
I'm representing terrain in my game as a grid with at each node a composition, for example 100% rock, or 50% grass, 50% soil. I'd like to use this composition vector to blend textures together. I'm ...
0
votes
0answers
13 views
System hangs at glReadPixel call with GL_TEXTURE_2D_ARRAY for texturing
I am calling glReadPixel after glDrawArray call. I am rendering a geometry with 3D texture on it as a target GL_TEXTURE_2D_ARRAY. My systems hangs at glreadpixel call. When i use target as ...
2
votes
1answer
61 views
Tutorial on OpenGL texture formats
Looking at the documentation glGetTexImage(), one can see that there are plenty of available texture formats.
GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D_ARRAY, ...
0
votes
0answers
54 views
3D texture coordinates for a cube
I want to use glTexImage3D with cube. what will be the texture coordinates for it? i am using GL_TEXTURE_3D as target. I tried with u v coordinates same as 2d texture coordinates with z component ...
0
votes
1answer
55 views
Image loaded from TGA texture isn't displayed correctly
I have a TGA texture containing this image:
The texture is 256x256.
So I'm trying to load it and map it to a cube:
#import <OpenGL/OpenGL.h>
#import <GLUT/GLUT.h>
#import ...
0
votes
0answers
19 views
Unexpected behaviour with glFramebufferTexture1D
I am using render to texture concept with glFramebufferTexture1D. I am drawing a cube on non-default FBO with all the vertices as -1,1 (maximum) in X Y Z direction. Now i am setting viewport to X ...
1
vote
1answer
75 views
fragment shader with SNORM textures
I want to apply SNORM texture by using GL_TEXTURE_3D as a target, what will be the fragment shader for the same?
Also, what should be the data type of texture data?
2
votes
2answers
177 views
OpenGL : sluggish performance in extracting texture from GPU
I'm currently working on an algorithm which creates a texture within a render buffer. The operations are pretty complex, but for the GPU this is a simple task, done very quickly.
The problem is that, ...
0
votes
1answer
55 views
OpenGL : Keeping alpha in a render buffer
In my current task, i need to render a texture into a render buffer, in order to work on it (apply special filters) there. The result is then considered a "new texture", which is later displayed.
...
3
votes
0answers
103 views
Suitability of ground fog using layered alpha quads?
A layered approach would use a series of massive alpha-textured quads arranged parallel to the ground, intersecting all intervening terrain geometry, to provide the illusion of ground fog quite ...
1
vote
1answer
70 views
how to use a mask texture?
A texture pack for a sponza model contains mask textures (black and white). I guess that I should read only a red channel from that texture, right ? I use deferred rendering and for shading ...
1
vote
0answers
23 views
Rendering text with stb_font results in glitches
I'm trying to render text with OpenGL and an "inline"-font taken from the stb_fonts
The relevant code for initializing the font & rendering:
LabelFactory::LabelFactory() {
static unsigned ...
1
vote
1answer
68 views
Problem when texturing triangles using glVertexPointer()
I'm having a problem for displaying a single quad, here is how i do :
//note: this code is only for 2 triangles, while on picture there is 4 triangles
float tex_coord[] =
{
0.0, 0.0, //3
0.0, ...
14
votes
6answers
629 views
Creating a retro-style palette swapping effect in OpenGL
I'm working on a Megaman-like game where I need to change the color of certain pixels at runtime. For reference: in Megaman when you change your selected weapon then main character's palette changes ...
5
votes
1answer
111 views
2-components color model
RGB is the natural color model for OpenGL. But a lot of other color models exist.
For example, CMY(K) for printers, YUV for JPEG, the little cousins YCbCr and YCoCg, HSL & HSV from the 70's, and ...