A bitmap (raster image) used in a texture mapping process.
0
votes
2answers
27 views
Is there a difference in the time taken to load one texture instead of many?
Is there a difference in the loading time of 16 256*256 textures versus a single 1024*1024 texture? Specifically for level loading time?
0
votes
3answers
154 views
Optimizing Texture Text Rendering?
I have an implementation currently that stores each letter as it's own separate texture, usually only a couple pixels in width and height. So this has some problems as i am unable to do a batch ...
0
votes
1answer
2k views
Normal mapping for Android and iOS
I'm making a mobile game for Android and iOS on Unity. At the moment I am researching and designing the technical aspects of the game. Since it is not plausible to use highly detailed models for ...
0
votes
1answer
951 views
Bad quality of the sprite in Unity
I need to import a few sprites (background platform and sky) into my game scene but it seems that their quality after importing into Unity is too bad (they are blurred). The original resolution of ...
0
votes
1answer
62 views
Memory game - texture on cards
I'm new with Unity and I'm working on recreating memory game. I found this sample: http://xtasestudios.com/unity/samples (select "Memory"). I decided for C#.
I've created my own card in Blender, ...
0
votes
3answers
122 views
Using Smaller Textures in Unity on Older/Smaller devices
In Unity, when you have MipMapping selected, will this cause the full size texture to always be brought into memory? I have a game which runs on high end mobile devices with ultra-high resolution ...
0
votes
1answer
152 views
2D RGBA texture is gray in GLSL shader
I have a shader to perform LUT coloring of a texture and a c++/c# programs that call it which work perfectly when i use a 1D texture.
Since i need to support computers that don't support the 1D ...
0
votes
0answers
12 views
Problem of textureRegions display after display two screens
I have a texture display problem, knowing that they display correctly in the desktop project and before packer textures. but once I packed textures, they still appear in the first screens((enuScreen ...
0
votes
0answers
10 views
texture2D wont render in webplayer Unity
I have an app that is pulling from a webcam and receiving from one on another computer. It takes the frames and does facial detection on them and draws a rectangle around it. This simple app works ...
4
votes
1answer
474 views
How do I generate a mipmap for a texture loaded from a stream?
I am loading a Texture2d from a stream:
public static Texture2D GetTexture(GraphicsDevice dev, System.Drawing.Bitmap bmp) {
Texture2D texture;
using (MemoryStream s = new MemoryStream())
...
5
votes
2answers
3k views
Unity: how to apply programmatical changes to the Terrain SplatPrototype?
I have a script to which I add a Terrain object (I drag and drop the terrain in the public Terrain field).
The Terrain is already setup in Unity to have 2 PaintTextures: 1 is a Square (set up with a ...
0
votes
3answers
147 views
Is there a way to scale a texture via GPU rather than by CPU?
For my game that I'm developing I want to have my cards dynamically drawn so if there is any changes done to them it could be drawn on the card itself.
What I have currently is that the cards are ...
0
votes
1answer
752 views
Getting a pixel of Sprite at the cursor position in Unity
Summary: I've been trying to figure out a way to use simple box colliders as a nice and efficient "first pass" collider. For the "second pass", I want to check that the area clicked has an alpha value ...
0
votes
2answers
235 views
How does Texture Mapping work?
I read the answers from What exactly is UV and UVW Mapping? and How does UVW texture mapping work?, which are quite nice, but am still not 100% sure, if I understand correctly.
Lets start with a 2D ...
0
votes
1answer
107 views
Android OpenGL and non premultiplied textures
As I understand it; by default all bitmaps will will get the alpha channel premultiplied in Android if loaded using BitmapFactory.
My setup:
I have a 32bit bitmap(.bmp) where the alpha channel has a ...
0
votes
0answers
8 views
Loading art assets from SolidWorks and NX cad tools?
I've been handed a large db of models designed with SolidWorks and NX cad tools. Now I need to load them and render them or convert them to another format.
Is there any way to accomplish this without ...
0
votes
1answer
43 views
Unity3d iOS build - where are the textures?
First time building and running my Unity3D app on my iPhone and it appears that all the textures are missing. Everything is just a solid block of whatever color I made it. When running in Unity I ...
0
votes
0answers
22 views
DirectX My texture does work in my pixelshader
I got a bit of a mystery as I have a problem that should not be a problem. I am working on a fog feature which is similar to other things that I have done. Not very hard at all. The only real ...
1
vote
2answers
158 views
How to deform 2D tileable texture in XNA/MonoGame
I'm looking for a way to deform tillable texture in a 2D game I'm building using MonoGame but I'm not sure how this effect is called and searching the internet for "deforming textures" gives me mostly ...
0
votes
0answers
36 views
Why are my OpenGL textures warped?
I am writing a graphical program using OpenGL for rendering, Assimp for mesh loading and SDL for window etc, but also image loading.
As can be seen in the image, the white outlines at the left of ...
0
votes
0answers
22 views
Terrain texturing problem in cryengine 3 sdk
When I try to paint textures on my terrain, I'm getting the underlying black/white grid thingy. Moreover, I keep losing the color on my terrain every time I load the level. any ideas what I'm doing ...
2
votes
1answer
142 views
How to save file in assets so it can be properly loaded in Android Studio?
I am following a guide on creating a replica of Flappy Bird. - http://www.kilobolt.com/day-6-adding-graphics---welcome-to-the-necropolis.html
The step I am having trouble is loading the texture from ...
0
votes
2answers
77 views
How to add a logo to a captured image?
I have a plane which contain a WebCamTexture and a button to capture the image
script to capture the image
void CaptureAndSave () {
Debug.Log (Camera_panel_script.webCameraTexture);
...
0
votes
1answer
2k views
Rendering Texture Quad to Screen or FBO (OpenGL ES)
I need to render the texture on the iOS device's screen or a render-to-texture frame buffer object. But it does not show any texture. It's all black.
(I am loading texture with image myself for ...
1
vote
2answers
63 views
Modifying a texture already applied to geometry
I am making glyphs on a wall "glow" by changing how much of the overlay texture (light intensity) is blended into the diffuse map. The basic approach is to capture the diffuse map into a render target ...
0
votes
0answers
18 views
iOS: Texture loading when app is running in background
I have a loading screen to load textures between game screens. The loading process runs on a thread created by GCD with an OpenGL ES context. Everything works fine.
Now my game is supporting ...
2
votes
1answer
120 views
Why are Texture2d arrays so expensive? [closed]
I'm building a 2d engine in C# and I have several static sprites that have multiple color variations. Ok, easy enough, I create the Texture2D images at start time, then stuff them into an array, and ...
5
votes
1answer
1k views
Sprite sheet textures picking up edges of adjacent texture
I have a custom sprite routine (openGL 2.0) which uses a simple sprite sheet (my textures are arranged horizontally next to each other).
So, for example, here is a test sprite sheet with 2 simple ...
0
votes
2answers
78 views
libgdx texture edge blending problem
I have two completely white bitmaps here:
They're there, trust me.
When I put one on top of the other and scale them down with TextureFilter.Linear I get this:
How do I get rid of the dark ...
4
votes
1answer
412 views
How do I convert a cube map to an equirectangular projection?
I have a cube map texture showing a surrounding area, which I want to pass to a program that only works with latitude/longitude maps.
How can I do this?
In other words, I need to turn this:
...
1
vote
1answer
174 views
Mapping a 3D texture to a standard hollow-hull 3D model
I have 3D models which are typical hollow hulls. If such a model also had a 3D volumetric/voxel texture map then given a point P inside such a model, I'd like to be able to find its uvw coordinates ...
1
vote
2answers
174 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
0answers
48 views
DirectX Compute shader (HLSL) makes texture black
Hello this is my first question on this forum :)
When using compute shader in directx to change the color to blue the texture only gets black.
I really don't understand what the problem could be and I ...
0
votes
1answer
631 views
Simple heart container script for 2D game (Unity)?
I'm attempting to create a simple mobile game (C#) that involves a simple three-heart life system. After searching for hours online, many of the solutions use OnGUI (which is apparently horrible for ...
0
votes
1answer
142 views
Doing imagemagick like stuff in Unity (using a mask to edit a texture)
There is this tutorial in imagemagick
http://www.imagemagick.org/Usage/masking/#masks
I was wondering if there was some way to mimic the behavior (like cutting the image up based on a black image ...
0
votes
1answer
43 views
Get fragment from mouse position
I have a painting app for texture artists that I am working on. I am able to paint to a flat canvas that updates the texture of a 3d object in an object viewer. Now I want to be able to paint directly ...
1
vote
1answer
100 views
Generate ETC2 compressed texture from Android Bitmap in OpenGL ES 2
My app currently uses a lot of textures most of which probably could be compressed quite a lot by using ETC2 (my app runs on 4.4 so i have a lot of devices supporting GLES30), i cannot use ETC1 since ...
0
votes
1answer
275 views
When should I set a texture as a shader resource in order to read it?
I'm writing a Direct3D 11 HLSL shader with SharpDX. What I want to do is write the depth to a texture in one pass and read it in the next one. After declaring the texture, do I have to set the depth ...
1
vote
1answer
460 views
LWJGL SlickUtil Texture Binding
I am making a 3D game using LWJGL and I have a texture class with static variables so that I only need to load textures once, even if I need to use them more than once. I am using Slick Util for this. ...
1
vote
1answer
66 views
How can I scale sprites and maintain visual quality?
I currently have an isometric grid. This grid contains tiles. Some of these tiles have 'tree' sprites sitting upon them. If I have my tree sprite loaded from a texture with a fixed resolution, when I ...
0
votes
1answer
196 views
NGUI Texture Background Font of Sprite
I am new to Game Development and using NGUI plugin free version. There are few sprite images in my game. I made them prefab and instantiated at runtime. then I created NGUI Texture and Made it ...
0
votes
1answer
282 views
problem adding bumpmap to textured gluSphere in JOGL
I currently have one texture on a gluSphere that represents the Earth being displayed perfectly, but having trouble figuring out how to implement a bumpmap as well.
The bumpmap resides in ...
0
votes
0answers
36 views
Reading Color data from UTexture2D in UE4
Here's my code:
// get RenderTarget2D
static ConstructorHelpers::FObjectFinder<UTextureRenderTarget2D> TargetObj(TEXT("/Game/Textures/RenderTexture"));
// generate a UTexture2D
CameraTexture = ...
0
votes
1answer
52 views
Are lightmaps also considered textures?
I want my game to support phones with max texture size of 1024 so my texture atlases are 1024. My question is: are lightmaps also considered textures and their max size must be 1024? Or they can have ...
0
votes
1answer
25 views
How to render specific FBO Texture attachment (assume attachment1) with 2 attached
Create FBO & its textures like normal.
// FBO & Texture
glGenFramebuffers(1, &mFbo);
glBindFramebuffer(GL_FRAMEBUFFER, mFbo);
glGenTextures(2, mTexture);
for(int i=0; i<2; i++)
{
...
0
votes
0answers
25 views
libGDX TextureRegion drawing weird when scaled
Having a weird issue.
I have a Texture with four frames of a sprite Animation. Each frame is loaded as a TextureRegion.
Most of the time the Animation play without any issues, but occasionally it ...
2
votes
1answer
91 views
What is the performance impact of rendering a larger quad?
Lets say I have two planes and I textured them in blender with a 512*512 tiled texture. One plane is bigger than the other (for example, one plane tiles the texture 60 times but another only six ...
0
votes
1answer
21 views
How to get started with making textures [closed]
I have Photoshop CS6 (I haven't installed it yet), and I was wondering if there was a good book or tutorial on how to get started on making my own video game textures.
SIDENOTE: I saw a question on ...
1
vote
0answers
26 views
SpriteBatch passing textures to GPU
How exactly (or, how often) are textures passed to the GPU shaders in MonoGame/XNA?
I am asking because I was profiling a MonoGame/XNA application and noticed that the memory controller load (using ...
2
votes
1answer
40 views
Texture filtering: Is the minification or the magnification filter used when rendering at the exact texture size?
Suppose you have a texture where the minification filter is linear, but the magnification filter is nearest-neighbor (point filtering). If the texture is rendered at exactly 1:1 pixels, but at a ...