Tagged Questions
1
vote
1answer
55 views
Inconsistent linear filtering causes flickering textures
I'm drawing a sprite taken from a texture atlas. The sprite is moving from left to right and back on the screen. I've enabled linear filtering for magnification and minification.
Everything looks as ...
1
vote
1answer
63 views
Normal Mapping space confusion
I've been reading today about normal mapping. Up to now, the only normal mapping I encountered was with maps already in world space so I just extracted the info from the texture and transformed them ...
0
votes
0answers
50 views
OpenGL Drawing textured model (OBJ) black texture
I'm using OpenGL, Glew, GLFW and Glut to create a simple game.
I've been following some tutorials and I have now a good model importer with textures (from ogldev.atspace.co.uk) but I'm having an ...
-1
votes
1answer
70 views
How do I put different textures on different walls? LWJGL
So far I have it so you are running around in a box, but all of the walls are the same texture! I've loaded up other textures for the walls (I want the walls a different texture than the floor) but it ...
2
votes
1answer
255 views
OpenGL 4D textures with bilinear interpolation
I want to use and interpolated 4D texture in OpenGL, i.e. a texture that is accessed with a texture coordinate vector (s, t, p, q) and interpolated linearly in every texture coordinate.
The extension ...
0
votes
1answer
102 views
Pixel Buffer Object (PBO) does not work correctly
I've written a very simple OpenGL application. Its goal is to load a texture and draw it on a plane using a PBO. If I use the function 'glTexSubImage2D' the plane is not textured and the function ...
0
votes
2answers
192 views
OpenGL - How can I make the edges of this textured circle smoother?
I'm building a game and I've applied a certain texture (RAW file) to a circle (GL_POLYGON) in OpenGL. It loads correctly, with the right size and all, but the edges seem a bit jagged and I would ...
0
votes
1answer
88 views
Why do I have to switch T(v) texture coordinates while importing OpenGL to Direct3D?
I am importing my code from OpenGL to Direct3D. My D3DTS_PROJECTION uses D3DXMatrixPerspectiveFovRH, and my D3DTS_VIEW uses D3DXMatrixLookAtRH to set a view equal to OpenGL's view. My question is why ...
2
votes
1answer
68 views
OpenGL: missing GL_SPECULAR light on the texture
I'am missing specular lighting on the texture. I have #include <GL/glext.h> in the project, so basically I used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SEPARATE_SPECULAR_COLOR_EXT); ...
0
votes
1answer
118 views
Transparency in opengl - texture with alpha, color from background [duplicate]
I have to draw texture with transparent areas on square. But I don't want this transparencies to take color from this polygon, but from the background. Do you have any good tutorial to achieve it?
...
0
votes
1answer
92 views
Correct GL settings to mix 2D and 3D rendering
I'm programming a 3D game engine with 2D GUI. The GUI objects have partially transparent textures and the transparency works more or less. The sky color is rendered in transparent areas of the ...
1
vote
2answers
123 views
OpenGL drawing, breaking down triangles
if I want to use no textures in a game (i.e png's), would I just break down my drawing into triangles and combine them the way I want? I found this in Google Images.
0
votes
0answers
40 views
Why isn't my texture changing after calling display list?
I can't bind another texture after calling glCallList. It does nothing. However if I change texture inside the list, it works.
0
votes
0answers
42 views
Easier way to clip a spritesheet
I have been learning OpenGL slowly for the past few weeks through LazyFoo's tutorials, and I've come to the texture clipping section. I think his explanation is fine, but not quite enough for me to ...
7
votes
3answers
306 views
Terrain & Multi-Texturing
I'm using OpenGL (Version 4.4) (and C++ if that matters).
I've created a terrain renderer, the terrain is stored as a 3D scalar field (isosurface/voxels). It uses a slightly modified version of ...
0
votes
0answers
57 views
How can I draw a part of a texture in slick2d?
I know the method for drawing a region of a texture in slick2d:
image.draw(x, y, srcX, srcY, srcX2, srcY2);
But I have no idea how the texture coordinates work. To draw a region of x:16, y:16, ...
2
votes
1answer
188 views
glDeleteTextures - release data, but keep the texture ID?
In OpenGL, is it possible to release texture data, but keep the same texture id? I want to unload textures when they aren't needed, but load them again later when they are.
There are a lot of objects ...
1
vote
1answer
108 views
How do I flip upside down fonts in FTGL [closed]
I just use FTGL to use it in my app. I want to use the version FTBufferFont to render font but it renders in the wrong way. The font(texture?buffer?) is flipped in the wrong axis.
I want to use ...
0
votes
3answers
285 views
OpenGL - How to draw a transition of two textures on one quad?
I know when drawing a rectangle, if we select red and draw two vertices, and then select yellow and draw the other two vertices, the entire rectangle will show a nice transition of color between those ...
6
votes
1answer
224 views
With what projection matrix should I render a portal to a texture?
I'm using OpenGL. I have problem with my engine's portal implementation. To create the first portal I do:
create a virtual camera with the position of the second portal and the correct orientation
...
2
votes
1answer
116 views
How to work with smaller intermediate textures in OpenGL and GLSL?
I'm working on a project rendering water simulated through smoothed-particle hydrodynamics (SPH) with a non-photorealistic look to use in games.
In the actual stage of the project everything about ...
3
votes
1answer
121 views
Texture mapping a complex object on openGL ES
I dont have much experience with openGL ES (or openGL), but i do get the general idea of texture mapping, which is each vertex should be mapped for the relevant UV coordinates of the texture we choose ...
-1
votes
1answer
51 views
Combine textures with coordinates [closed]
Is it possible to add one texture to another texture, at specific coordinates?
Like if I want to add a small texture(16x16) to big texture (1368 x 768) with coordinates ( 100, 100) so the small ...
0
votes
1answer
122 views
Textures not displaying. Problem with fragment and vertex shaders
Hi i have newbe question. I am sending to gpu textures unit and they dont display.
This is simple version of my fragment and vertexshader. (More complicated version also dont work with other textures ...
0
votes
1answer
100 views
why is my OpenGL texture transparent?
I have a terrain in OpenGL, and two textures which I am combining using GLSL mix() function.
Here are the textures I am using.
Now I am able to combine and mix these two textures, but for some ...
1
vote
1answer
187 views
How to achieve anisotropic filtering
I am loading a texture and using glGenerateMipmap() on it to achieve some level of mipmaping.
I get different result on nVidia gt 555m, and on Intel HD 3000.
The texture rendered by nVidia is not ...
0
votes
1answer
238 views
LWJGL Adding Textures with VBOs
I'm currently trying to texture a cube, but I am having no luck determining what the next step should be. I can load an .obj model from Blender into my LWJGL program just fine, and I can even make a ...
1
vote
1answer
119 views
Telling my shader when to use which Texture
So I've just managed to get Texturing via GLSL shaders to work and i can pass a sampler2d textureHandler + my uv coordinates into my shader to specify the texture to be displayed on my Tiles.
Now im ...
1
vote
1answer
108 views
Anisotropic filtering on gbuffer textures for shading pass?
I have a OpenGL 3.3 deferred shader.
For my geometry pass I have diffuse textures and/or normal map textures from my models and here I use max anisotropic filtering. But in my shading pass, where the ...
1
vote
0answers
81 views
Texture not visible on particles
This is the first time I am working with particles (GL_POINTS) I am using kinematic equations and controlling their movement in vertex shader.
I am following an example given in OpenGL 4.0 Cookbook ...
1
vote
1answer
361 views
glGenerateMipmap confusion
I'm trying to get a grip on mipmaps with OpenGL. I believe I understand the concept, but when trying to have OpenGL generate them I wonder how it determines how many mipmaps to generate?
Here's what ...
0
votes
1answer
33 views
Versions of GL and its device that don't display or required powers of 2 for the sprites
From this question aside from identifying possibilities of displaying images that don't needed to require powers of 2, what are the versions of GL that can actually display images even if don't needed ...
0
votes
1answer
93 views
Is it possible to display no white images/sprites when using the latest Android OS?
Was it okay to use Texture.setEnforcePotImages(false) in order to disable conditional width and height pixel size that requires power of 2? I'm planning to sell the game app at Google Play. I want to ...
2
votes
1answer
757 views
OpenGL - texelFetch vs texture
I know main difference between texelFetch and texture. But I have two question
Is there some penalty with texelFetch ? Like not using cache etc.
Is it the same, if I use texelFetch instead of ...
1
vote
2answers
113 views
Application of classes with critical non-static fields in LWJGL
I'm going to be as specific about this question as I can. Ultimately, how is it that I apply a class that uses non-static fields in LWJGL?
More specifically, I know that OpenGL is quite nearly more a ...
0
votes
1answer
116 views
Why do the ALPHA channel in TGA is not visible?
Good morning GDSE,
I am loading a TGA using loadTGA function found in superbible 4th edition source code.
Here is how the image looks in Gimp
You can see I have enabled alpha channel in Gimp, I ...
1
vote
1answer
250 views
OpenGL Texture loaded but wont draw on Bind
I wrote my entire Texture loader by hand. I'm not using any Libraries. From what I gather the loading part is done correctly and stored in the texture class:
Texture* TGATextureLoader::create(const ...
0
votes
1answer
204 views
How to load and draw this *.obj correctly?
I have a loader class for *.obj files (called GLModel) which has 2 main methods -
public GLModel(BufferedReader ref, boolean centerit, GL gl,Texture texture)
which use for *.obj load , and
...
0
votes
1answer
100 views
How can I animate a portion of the textures on a model?
I have a model to which I have attached multiple textures. Both textures are currently static, but if I want to move (or slide) the texture which is on the top (in UV space), is that possible?
Maybe ...
2
votes
1answer
435 views
RTS Voxel Engine using LWJGL - Textures glitching
I'm currently working on an RTS game engine using voxels.
I have implemented a basic chunk manager using an Octree of Octrees which contains my voxels (simple square blocks, as in Minecraft). I'm ...
0
votes
2answers
184 views
Normal map applied as diffuse textures looks wrong
Diffuse textures works fine, but I am having problem with normal maps, so I thought I'd tried to apply the normal maps as the diffuse map in my fragment shader so I could see everything is OK.
I ...
2
votes
1answer
177 views
Masking OpenGL texture by a pattern
Tiled terrain. User wants to build a structure. He presses build and for each tile there is an "allow" or "disallow" tile sprite added to the scene. FPS drops right away, since there are 600+ tiles ...
0
votes
0answers
52 views
Error loading PCX image in FreeImage library
I'm using FreeImage in C++ for loading texuture from the PCX image.
My FreeImage code is as following:
FREE_IMAGE_FORMAT fif = FIF_UNKNOWN;
//pointer to the image data
BYTE* bits(0);
fif = ...
1
vote
0answers
113 views
Bad texture on model with different GPU [closed]
I have some kind of distortion on the texture of my 3D model. It works perfectly well on an AMD GPU, but when testing on a integrated Intel HD graphics card it has a weird issue.
I don't have a ...
0
votes
1answer
73 views
Texture errors in CubeMap
I am trying to apply this texture as a cubemap. This is my result:
Clearly I am doing something with my texture coordinates, but I cannot for the life of me figure out what. I don't even see a ...
2
votes
1answer
236 views
“exception at 0x53C227FF (msvcr110d.dll)” with SOIL library
I'm creating a game in C++ using OpenGL, and decided to go with the SOIL library for image loading, as I have used it in the past to great effect. The problem is, in my newest game, trying to load an ...
2
votes
1answer
251 views
Multiple texture coordinates per mesh?
So far I've used the same texture coordinate for both the normal and diffuse textures on a mesh, yet when reading the Assimp documentation ...
0
votes
2answers
252 views
LWJGL texture bleeding fix won't work
I tried a lot of things to fix texture bleeding, but nothing works. I don't want to add a transparent border around my textures, because I already got too many and it would take too much time and I ...
-1
votes
1answer
150 views
Texture doesn't draw correct
I'm writing a game using SFLM and Opengl but when I create a terrain i got some OpenGl problems. I use heightmaps to generate a terrain but when I load the texture on it the texture is not correct ...
3
votes
2answers
656 views
What does changing GL_TEXTURE_WRAP)_(S/T) do?
I am working through some beginner OpenGL tutorials, and the current one teaches how to apply a texture to a simple rectangle. The tutorial states tells me to set the texture parameters ...