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Questions tagged [textures]

A bitmap (raster image) used in a texture mapping process.

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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 ...
Vikas's user avatar
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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 ...
Ahmed Dyaa's user avatar
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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 ...
Ahmed Dyaa's user avatar
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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 ...
Gaylord Sueltenfuss's user avatar
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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 &...
cvaqabond's user avatar
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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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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 ...
Gary Holiday's user avatar
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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 ...
philB's user avatar
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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 &...
Gary Holiday's user avatar
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I have an 8 vertex cube whose vertices are defined like so: ...
CPlus's user avatar
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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 ...
Matt Meyer's user avatar
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I have Unity version 6000.0.30f1, and I've started a new 2D project with the option Universal 2D - ...
John Moore's user avatar
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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. ...
Emre Tekmen's user avatar
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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 ...
K.U's user avatar
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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 ...
Raildex's user avatar
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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, ...
pixelhistory's user avatar
5 votes
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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 ...
Robert I Renode's user avatar
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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 ...
black4joss's user avatar
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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 ...
OrdiNeu's user avatar
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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 ...
Danish Arain's user avatar
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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 ...
ryu's user avatar
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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. ...
Not Null's user avatar
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103 views

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. ...
0x2207's user avatar
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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 ...
Akshay Dhotre's user avatar
1 vote
2 answers
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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 ...
X Y's user avatar
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Is there a better format than PNG to store R16uint depth data on Android I find I get precision artifacts when using ASTC.
gpu's user avatar
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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". ...
Kokodoko's user avatar
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(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....
Gkcrafting's user avatar
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1 answer
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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 ...
DragonAero's user avatar
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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, ...
starrider's user avatar
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328 views

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 ...
starrider's user avatar
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110 views

Well, I have this triplanar shader: ...
z3nth10n's user avatar
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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 ...
Steven Lu's user avatar
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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 ...
ina's user avatar
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3 votes
1 answer
315 views

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 ...
Iron Attorney's user avatar
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1 answer
218 views

So I'm setting up texture creationg like so, for the data 3 pixels, 1 red, 1 green and 1 blue pixel: ...
Valtsuh's user avatar
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I've followed this source from learnopengl.com for text rendering. It seems fairly simple, and only required this much code: ...
Scollier's user avatar
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Assume there is a viewport that "looks" at some Sprite2D. This viewport's view is providing the texture for a Sprite3D ...
Noideas's user avatar
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1 answer
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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 ...
philB's user avatar
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1 vote
1 answer
585 views

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&...
Noideas's user avatar
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1 vote
1 answer
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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 ...
Haruto Kaito's user avatar
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69 views

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 ...
Ivan Rojas's user avatar
1 vote
1 answer
400 views

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. (...
bbqribs's user avatar
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2 votes
1 answer
399 views

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 ...
w94n9's user avatar
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3 votes
2 answers
1k views

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 ...
NotAlmostGauss's user avatar
2 votes
1 answer
213 views

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 ...
Atsinganoi Dragon's user avatar
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244 views

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.
Atsinganoi Dragon's user avatar
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1 answer
138 views

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 ...
Raffaello's user avatar
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446 views

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/...
Miguel Myers's user avatar
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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 ...
Maizie's user avatar
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