Questions tagged [textures]
A bitmap (raster image) used in a texture mapping process.
1,560 questions
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Can PNG format be used for alpha channel-packing for URP shader in Unity engine?
Note: I intend to use only the Inspector window to use all textures, not Shader Graph or Nodes or any custom scripts. Also I might use some technical terms incorrectly by mistake, as I'm not much ...
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How to Render Moon Phases from a Texture2D in Unity Using a Script?
I have a Texture2D of the Moon, and I want to render different moon phases so that it visually matches the examples shown here Celestial Programming : Moon Phase Image Rendering, I've tried several ...
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Mipmaps and LOD Behavior in Skybox Shaders
Is it beneficial to use Generate Mipmaps for a texture used in a skybox shader?
I need to use tex2Dlod to fix the edge seams ...
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In Godot, how to show TextureRect texture in the editor mode but unload it before runtime to preserve VRAM?
I'm trying to optimize a bit. Assume we have an in-game "Item" object made from a simple TextureRect (no children).
Naturally, in editor mode I'd like to be able to see that item's icon (and ...
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How to rotate the "top" sky texture with Directx9?
I'm working on designing and animating the sky with a cubemap. The surfaces except for the "TOP" move in a way that follows each other. However, I could never figure out how to adapt the &...
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How to create array of Depthstencil2D from texture2Darray
I have already done someting like this for texturecube but here I don't understand what I'm doing wrong. I have the first chance exception error message.
Below how I proceed:
create a texture for ...
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How to add dirt/ground variance to the bottom of my mountain/platform in Unity?
I have a cliff in my game. Currently it sits on flat grass, but I want to add more depth to the visuals. I've added ambient occlusion to the pipeline and it has helped a lot. However, what I really ...
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225
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Difficulty for using asfloat/asuint
I'm trying to convert a RGB color to a RGB555 format to be saved as a float in a R16F or R16UNORM texture.
I have a method that works quite well using only float maths for both types of surface but I ...
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73
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How do I light textures to get a smooth object?
I've been working on learning how to create painted textures. I was able to create a castle model and hand panted the texture on to it. The castle looks great, but only when it is specifically set to &...
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Is there any way at all to correctly texture an 8-vertex cube?
I have an 8 vertex cube whose vertices are defined like so:
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251
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ASSIMP texture path is bad for GLB exported from Blender
I'm exporting to GLB from Blender and the path returned by mat->Get() is "*0" so my LoadTexture fails.
I am fairly new to Blender, but the material options for the exporter are few. This ...
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Materials created from JPG images not working for new Universal 2D project with URP pre-configured 2D Renderer
I have Unity version 6000.0.30f1, and I've started a new 2D project with the option Universal 2D - ...
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Back buffer texture appears distorted before presenting
I am trying to send video data from Dolphin Emulator to another process. To do so, I first get a reference to the back buffer from the swap chain.
...
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How to destroy/remove Texture after collision in java box2d
I'm coding a simple Arkanoid/Breakout game and have problems with removing the bricks. I'm able to destroy the body but the texture is still there. I'm a beginner so is there a simple way to remove it ...
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How to project Polygon onto Lightmap texture like in quake?
I am in the process of writing a Lightmapper and I discovered this video about Quake's lightmapping process:
https://www.youtube.com/watch?v=bxientPsqRg
The video discusses that the polygon is somehow ...
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224
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How to sample a R8_UINT texture in hlsl?
I'm a newbie in DX12 and trying to visualize Stencil buffer onto screen. I've been copied stencil plane slice into a DXGI_FORMAT_R8_UINT texture, but when HLSL samples this texture it just returns 0, ...
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What is Starbound's method for handling tiled textures called?
When digging through Starbound's assets, the assets for dirt had two rows. A top row that was 8x8 pixels and a bottom that was 12x12 (See image):
Now I know that they're not just simply being placed ...
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Make textures look blocky, without antialiasing
I'm interested in how to fix my OpenGL source code so that there is a blocky appearance to the textures - without antialiasing and multisampling, as it was in MS-DOS games. For example, I want the ...
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Small sprites in Unity look pixelated, and need anti-aliasing
I've got a sprite in-game (using a Sprite Renderer) that was drawn by our artist at a very high resolution, but in-game can appear quite small on-screen:
My boss has been complaining that the ...
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112
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How to project textures on to the mesh and overlap them like in Let’s Play Pottery?
I want to learn how to project textures on to the mesh and overlap them like in Let’s Play Pottery. I have an idea for game. I created Models, 3d viewer but I can’t figure out how to implement texture ...
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How to create colorizable vegetation albedo textures similar to Horizon Zero Dawn?
In the talk "Between Tech and Art: the Vegetation of Horizon Zero Dawn", Gilbert Sanders says "we average out the color of our albedo textures to mid gray value".
But the final ...
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145
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Is there a way to set a "clamp to border" style texture wrap mode in Unity?
When editing a texture in the inspector, there is an option for "Wrap Mode", but there is no option for clamp-to-border (equivalent of e.g. ...
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Convert R8 texture to R32F
I have a single channel 2D image (for instance, R8). I would like to use this data as a texture. However, the texture internal format should be R32F since I need accurate linear sampling in my shader. ...
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257
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What is the correct blender to unity texture/material export work flow?
I have modeled and textured a building in Blender by following a tutorial from BlenderGuru.
Can any one please help me with exporting those textures into unity. I have used 4 textures in my building ...
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153
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Relation between an object and its renderer
Recently I decided to start optimizing code in the game development field.
I found this pacman project on github a good starting point:
https://github.com/LucaFeggi/PacMan_SDL/tree/main
I found a lot ...
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Is there a better format than PNG to store R16uint depth data on Android?
Is there a better format than PNG to store R16uint depth data on Android
I find I get precision artifacts when using ASTC.
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How can I use a single texture without it repeating on each face of a cube?
I am trying to show a single image on one side of a cube in Unity.
But the texture keeps repeating, even if I set the bitmap texture settings to "clamp" instead of "repeat / wrap". ...
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220
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How to render a texture in a unique color using SDL2?
(I apologize in advance for my awful English)
I'm writing a personal UI library in C++ using SDL2, and when came the moment to implement icons, I struggled to find how to render them in a unique color....
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1
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81
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Escape Block Textures Not Loading After Leaving First Room
Godot Version: v4.2.stable.official [46dc27791]
I am trying to have an escape block with a TextureRect that has two different textures--an animated one where it's ...
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125
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Strange scaling on my textures when they are upscaled or zoomed into
I am having a strange issue with my sprites, which is kind of difficult to describe, but hopefully the attached images will illustrate. I have drawn two 1 pixel lines on my sprite to help with this, ...
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9 Slicing in OpenGL, want to have the center of the texture repeat instead of stretch
I have some sprites in my game, mostly though not entirely UI related, that I would like to be able to scale to different sizes without warping the borders of the sprite.
Looking around I was able to ...
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110
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Blending/gradient/smoothing between textures in Texture2DArray in HLSL shader
Well, I have this triplanar shader:
...
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80
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Implicitly ray traced cone texture mapping -- Trying to avoid atan
I am kinda looking for some ways out of this little rabbit hole.
I wanted to experiment with high fidelity per pixel cone drawing and shading. I have an application (radar) that really only needs cone ...
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Select polygon (and create submesh) by color of texture?
For a procedural unity mesh operation:
What is a performant way to select polygon (and create submesh) by color of texture?
Raycast hit a point on the mesh, then paint bucket search for the same ...
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315
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Is it possible to use a pre-existing texture buffer containing vertex data to initialise a vertex buffer for rendering in OpenGL v4.6?
I'm generating a heightmap in a compute shader in OpenGL v4.6 and storing it to a texture.
Lets say I actually store the full vertex data in that texture instead of just the height, which is a trivial ...
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218
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OpenGL texture not working
So I'm setting up texture creationg like so, for the data 3 pixels, 1 red, 1 green and 1 blue pixel:
...
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120
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Glyphs are not being drawn [opengl + freetype]
I've followed this source from learnopengl.com for text rendering. It seems fairly simple, and only required this much code:
...
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250
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How to convert a dynamic VIewportTexture to a "static" one?
Assume there is a viewport that "looks" at some Sprite2D.
This viewport's view is providing the texture for a Sprite3D ...
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Failure on DX11Texturesavetofile for B5G6R5_UNORM format
I have a protocol to prepare with a combining shader a texture from two other textures and saving it in RGBA8_UNORM DDS format using DX11SaveTextureToFile. Works fine. It appears to me that I don't ...
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585
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How to use Subviewports to render a texture for Sprite3D?
Godot 4.2
Background:
In my game prototype, I have a following player entity:
Paperdoll2D has a script that dynamically adds the weapon/armor/etc Sprite2D nodes to the main sprite to "dress-up&...
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707
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Godot 4.2.1: Calling get_data() on Image from NoiseTexture2D Returns Null
I am trying to retrieve image data from a NoiseTexture2D. I seem to be able to get an image resource, but as soon as I try to get the associated data via ...
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69
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texture in perspective by vertices not interpolation
I am writing a software renderer with allegro5, but without using its own triangle drawing functions, I use the al_draw_prim function to draw the triangles but with all the z coordinates at zero, the ...
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400
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Does OpenGL have any automatic texture interpolation?
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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399
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Approach to rendering a planet texture
I'm making a space game using Godot 4, and I need to capture the "hugeness" of planets. I figured I'd use spheres with textures on them for planets. The textures have identifiable ...
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It's possible to use more than 4 channels of a texture in GLSL?
I have a Texture with 6 channels. Each channel store a mask that is used to change a color of a part of my player's sprite.
When the texture only had 3 channels it was easy to implement this color ...
2
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1
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213
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I want to acheve this effect of trees changing texture based on distance to the player
The effect also applies to mountains and terrain, trees in the back look like shadows which with a dark sky look nice and in the day I can make them look like grey fog. I was thinking of simply adding ...
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244
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How do i make the terrain texture less repeating?
question in the title no more to add, don't say "but it depends on how you set up your project" cause i'll set up my project how i need to set it up to solve the problem.
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How to render a portion of a texture (upscaled) without affecting the border with SDL2?
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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How Virtual Textures work?
I'm trying to understand how Virtual Textures work. After coming across this post:
https://discourse.threejs.org/t/virtual-textures/53353
And more research here:
https://docs.unity3d.com/Manual/...
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What causes certain spots to be blacked out on my texture?
So my model's hair (and other spots) are either blacked out or really dark, but only in spots.
(NOT THE WHOLE TEXTURE)
This is probably a stupid question with an easy answer, but it's bending my ...