Questions tagged [textures]

Textures are series of images used in computer graphics to associate locations on a visible surface with varying values. This association is typically done by mapping locations on the texture (usually two-dimensional, but other dimensions and types of textures exist) to locations on the rendered surface. Filtering is often used to smooth away aliasing when sampling values from the texture, usually involving multiple images within a texture called mipmaps.

In 3D graphics, the digital representation of the surface of an object. In addition to two-dimensional qualities, such as color and brightness, a texture is also encoded with three-dimensional properties, such as how transparent and reflective the object is. Once a texture has been defined, it can be wrapped around any 3-dimensional object. This is called texture mapping.

Well-defined textures are very important for rendering realistic 3-D images. However, they also require a lot of memory, so they're not used as often as they might be. This is one of the rationales for the development of the new graphics interface, AGP, which allows texture to be stored in main memory, which is more expansive than video memory. AGP also speeds up the transfer of large textures between memory, the CPU and the video adapter.

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Texture streaming, where do I begin?

I'm interested in texture streaming in DirectX but google seems unhelpful. Maybe I just don't know the right questions to ask, can anyone point me on where to begin reading to learn about impleneting texture streaming?
meds
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How to place a texture in a specific location (Unity)

I'm currently developing a game using Unity game engine and right now I'm trying to do a simple UI: place a texture (heart) on the top left corner of the screen along with the text representing the number of lifes that the player has. The text part…
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How to render glass/ice material on Android smartphone using OpenGL

What is the best way to render glass/ice materials on Android devices with no ray tracing? I have seen aplha+blending but even with proper lighting, the results just looked "plastic". Can we do better?
daemontus
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OpenGL texture showing as a solid object?

So I have my textures loading in correctly as far as I know, as different shades of brown are being applied to a table I am making, that uses 2 different textures. However the texture is showing as a solid colour with no detail in it. I have no idea…
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Cocos2d V3 issue with texture parameters

I've been following a tutorial for creating textures using cocos2d v2 but I am now using v3 (I have just started learning). I ran into a few issues where v2 code doesn't work in v3 but I managed to get round them. I'm now stuck with just one…
Designer023
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LibGDX Scaling and Rendering Sprites from TextureAtlas

I am currently experiencing issues when drawing and scaling sprites. I am loading my assets from a texture-atlas, which I packed no problem with the LibGDX texture packer gui tool. My texture atlas image currently looks like this. These images are…
Matthew Tory
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Slimdx texture from webcam capture using Directshow.NET, mismatch in image formats?

This is my first question on stackoverflow. Im using Directshow.NET to capture a webcam and then render it using SlimDX. Though I cant get the texture to render correctly. This is what I get if I copy the data from the webcam to a bitmap and set it…
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WebGL texture is not loaded due to cross origin error

I am trying to load a png texture file from an Apache server to a web application running on tomcat 7.0. I have set the .htaccess file and also have texture.Image.crossOrigin = "Anonymous". My response from the server looks like as…
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Cant get Minecraft armor textures to work

I am very new to coding and all i am trying to do is make a minecraft mod. I am trying to add armors but I cant get the textures to work. here is my code and error in console: package com.halo.halomod.armor; import…
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three.js normal map rendering differently windows/mac

I have a shader i wrote, using the normal map generated by 3ds max. I get seamless results on windows, but i've seen seams on macs. Is this something that could be related to the directon i develop my normal map, (but then again i believe that i am…
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Textures appear black in OpenGL 3.3 with GLSL

I have a problem with displaying textures with GLSL in OpenGL 3.3 (Core profile). I have triple-checked everything and still can't find mistake. I'm using SDL for window handling and for texture loading. This is my texture loading function glEnable…
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How can I use OpenGL to handle texture compression and mipmap generation?

Here's what I want to do: I want to load a plain image file (.png, .tga, .bmp, etc), upload this image to OpenGL as a texture, tell OpenGL to generate mipmaps for the texture, tell OpenGL to compress the image (with S3TC/RGTC), then download the…
Haydn V. Harach
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java/opengl: loading textures on 64bit VM

it seems my texture loader doesnt work anymore when run in a 64bit environment. im not sure if the cause is the 64bit VM itself or if the file lying on a 64bit filesystem. the image to load is a RGBA png file, it shows up correctly on 32bit windows…
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libGDX What's the best way to render a large background image?

The libGDX documentation explains about binding textures to a SpriteBatch... If [SpriteBatch] is given a texture different than the last texture, then it binds the last texture, submits the collected geometry to be drawn, and begins collecting…
Bumpy
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Can libgdx Particle Effects use texture regions?

I have all of my images for a libgdx project in a single texture. I'm about to add some nice particle effects, but the documentation implies that each type of emitter requires a separate graphics file for its particle. Is that true? Or, is there a…
Bumpy
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