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Questions tagged [texture-atlas]

A texture atlas is a large image containing a collection, or "atlas", of sub-images, each of which is a texture map for some part of a model.

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I'm currently working on a Unity BepInEx Plugin that should allow users to customize certain textures in the game. As part of this, I need to extract sprites from a sprite atlas into individual ...
Ashiepaws's user avatar
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For context: I am currently working on a BepInEx Plugin for the Unity-based game Hollow Knight: Silksong. The goal is to be able to replace the base game sprites with custom ones. The game uses Sprite ...
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I'm going to use a texture atlas for my upcoming project, and am trying to find a way to create a color overlay for only a specific section of my texture. Below what I'm trying to accomplish, only for ...
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I work with an artist that draws tilesets and texture atlases for my 2D game. Since we are not very experienced, we face a problem, when one texture atlas differs to other in size. That means that I ...
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I load a large tileset image in at the start of my program. To draw the game world, I loop over a 2D array of tile IDs and based on that ID I cut out a 16x16 portion from the tileset and draw that as ...
ChocolateCyanide's user avatar
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An image of a minecraft grass block in gimp: Loading from a texture atlas in OpenGL, gives a much blurrier image: I know that the actual image in my glfw window is larger than it is in gimp. (...
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Let's say I have two atlases for character animation. One atlas represent idle and walk. The other one represents striking. I usually combine atlases into one file, however I thought about using ...
Steyrix's user avatar
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I'm making a game in OpenGL with C++. I have a problem with my vertices or texture coordinates - there's a seam visible on the sphere where the texture wraps around: If I use "nearest" ...
Gaëtan S's user avatar
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I noticed that render a portion of the texture, upscaling it, it affects is border values with the proximity of the outside remaining parts of the texture (when not using Neareast neighbour ...
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I noticed that composing frames in a big texture will consume more RAM rather than having 1 frame per texture (or sprite if you would like). The renderer is SDL2 backed by Direct3D. Is there any ...
Raffaello's user avatar
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This question explains how to use borders to avoid texture bleeding. The following image is taken from the excellent answer to that question. But the problem I don't understand is, imagine you have ...
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In my project I have to optimize our assets. I want to create texture atlas. How can I bake objects' materials to a texture, so then I can make all assets in this scene use one material with this ...
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The sprites are not aligned to a grid, they are packed as tightly as possible to preserve space (1px spacing). I tried using Alferd SpriteSheet Unpacker but it didn't work on my image because the ...
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I am having an issue with texture bleeding, I am getting these lines that border each tile: I have tried to solve the issue by rounding/flooring, but that does not work either. The texture atlas has ...
Macho Onion's user avatar
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Upon developing a big project, it just happened that when stitching all the thousands of animations spriteframes of a single character together, the sprite sheet turned around to 2K by 13K texture!! (╯...
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I've created a Playing_Card class which is of course for card games such as Blackjack. The class works fine, except until now I have not used graphics. I have now ...
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I have a mesh stored in .obj format with a texture image in .png format. For any "defined" pixel in the texture image, I'd like to compute the corresponding 3D coordinates when the texture ...
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I am trying to implement a simple abstraction over SpriteAtlas where I can simply request texture coordinates for a certain ...
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How can I parse a spritesheet consisting of scattered sprites with different sizes, like this example and return the (x, y) and ...
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Background I'm generating a memory texture at load time to store the offsets into a texture atlas for a tilemap as described here Any way to combine instantiated sprite renderers into one texture so I ...
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I have only 20 materials in my game (19 are made with textures atlas). But the Setpass call is 72. I don't understand why. I want to know how to decrease the number of SetPass call. This is a brief ...
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I am currently trying around with automatically generating a dungeon. I'd like to use this tileset https://opengameart.org/content/a-blocky-dungeon TLDR: how do I automatically apply a texture to a ...
CodingKiwi's user avatar
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I exported a 3d model from blender 2.79 and using ogrexml import/export plugin. but the texture will crash and UV map not working in that format. I made the model by four parts head-body-hands-shoes ...
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When I try to use the new feature of godot that lets you import sprites as an atlasTexture, I dont' get any results.
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I currently transform (translate, rotate, scale) a bunch of vertices in my own Java code, then populate an mPositions array and an ...
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I'm drawing an 2D array of cubes in 3D space using OpenGLES. The texture that I have bound is spritesheet-style; that is, it's multiple textures packed into one. If you look closely at the front of ...
AldaronLau's user avatar
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If found a cool sprite sheet on the internet but its irregular. Is there any way besides manually cutting sprites to extract the separate pngs? I need to pack them then again into the Texture Atlas ...
new User's user avatar
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I'm using lwjgl to experiment with 2D games. I made some maps with Tiled (small 30x30 maps) and currently I draw them by loading the tileset image as one texture and extracting from it the texture ...
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I want to use the Sprite Atlas in Unity for enhanced rendering performance, but everytime I try to pack sprites into the atlas they appear with severe artifacts. As you can see, there are blocks of ...
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I used TexturePacker to create an atlas for me and I've read it into my game. I can use unrotated and untrimmed sprites and it works fine. Now I would like to support trimmed sprites and I'm running ...
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So I have recently started to look into optimizing a medium complex 3D scene, more specifically i am looking to improve the performance i get from a fairly realistic bus. I am currently using the ...
AverageGatsby's user avatar
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I have a simple SpriteAtlas: "UIAtlas" which is located in the Resources folder. It points to a folder "UIAtlas&...
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This is a frustrating discovery. I have ported my desktop game to mobile and discovered that floating point precision in my shaders is not good. I have large animations which I store per frame on a ...
Dan's user avatar
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I have a ShipTexture and a Sail Texture. I need to draw the sail texture at a specific location on the shipTexture (call it the sailMountPoint) regardless of the location vector associated with the ...
Lamar's user avatar
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I decided on using 16x16x16 (4096 total) chunks of blocks. Problem is with textures. First idea was about texture atlas but it would require a lot of calculation and possible problems in dividing UV (...
Abit Gray's user avatar
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I have a game where each "tile" of the terrain is a triangle (Settlers 2). Those are placed next to each other and in way creating an infinite world (right/bottom jumps back to left/top). There is a ...
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I have an obj mesh with some textures, several of them are repeated(uvs are not within [0,1]). I'd like to merge all those textures into one texture and transform the uvs of obj.
yang wang's user avatar
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I'm trying to create a map similar to Outset island in Loz: Wind Waker. Here is an example of what I'm trying to create: As you can see, the roads more or less have dedicated tris. However, when I ...
Rohit Garg's user avatar
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I'm developing a racing game where you can customize your vehicle with pre-made textures and also user generated ones (players can add assets to the game). I want to know what you think is the best ...
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2 answers
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I made 3 models, each has own material. And after texture painting, I combined each their texture to single textures for optimization. Currently making Mobile Game with Unity 2018 and using Mobile/...
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So let's say my sprite sheet has 3 sprites in one row. One sprite is 64 pixels wide and high. When that is combined my sheet would be 192 pixels wide and 64 high. So from that, how am I supposed to ...
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I'm working on my first html5 game with libgdx, it's a platform android game that I made a while back that I now want to host on my website. Everything has been going okay till I got to animating the ...
Macharia's user avatar
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1 answer
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I'm creating a tile based game. The tiles can have different textures. All the textures are loaded at startup and dynamically packed in a texture atlas (this is done to make modding easier). Each tile ...
user92748's user avatar
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I've been trying to figure out how texture atlassing works, only to see people say that you shouldn't do it, and instead use array textures (provided you can target people with that capability, which ...
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I'm working on game which uses LibGDX's Stage2d for GUI. All textures for UI are packed into one texture atlas. Fonts (BitmapFont) are generated in runtime by gdx-freetype for different locales and ...
therainycat's user avatar
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I am trying to make an animation on HTML5 Canvas with this texture atlas, which was packed by TexturePacker: and it works good when the Character is facing right. I try to flip it horizontally, but it ...
undefined000's user avatar
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1 answer
390 views

I have a TextureRegion that I get from an atlas map (which in turn I get from the Asset Manager), eg ...
persson's user avatar
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2 votes
1 answer
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I'm trying to create a texture atlas where each triangle face is laid separately from each other (i.e. it is not typical mesh parameterization). In order to do this, I would have to pack the triangles ...
user109352's user avatar
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Is there any performance difference between using multiple textures and using texture atlas in splatmapping? I would want to use multiple ones beacouse tiling and changing them would be easier but ...
Werem's user avatar
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3 answers
5k views

I found 2 interesting Spine projects that I would like to import into DragonBones, but their texture atlas is in .atlas format, which cannot be read by DragonBones. ...
master_dodo's user avatar