Skip to main content
0 votes
1 answer
330 views

I've got a Texture2DArray object that's storing a bunch of textures used by my terrain via Shader. Within the UI I'm planning to have a series of buttons that show each of these textures for use in a ...
Culyx's user avatar
  • 539
-1 votes
1 answer
36 views

I was trying to set up texture rendering for an OpenGL project I was working on and I can't get it to work because apparently the glTexImage2D function's last parameter in a nint. I looked online and ...
Jackson Chapman's user avatar
3 votes
1 answer
201 views

For some reasons, I wanted to divide my texture into a texture array. My textures size is 72x64 and I wanted to divide it 96 array of textures with 6x8 size. They consume same amount pixels but ...
yigitEmre's user avatar
  • 101
1 vote
2 answers
105 views

So I am trying to convert ID3D11Texture2D to OpenCV cv::Mat, but my code distorts the image for some reason. D3D11_TEXTURE2D_DESC capturedTextureDesc; texture->GetDesc(&capturedTextureDesc); ...
S.T.A.L.K.E.R's user avatar
1 vote
0 answers
119 views

I am writing scritps for procedural terrain and have succeeded in building tiled noise and meshes by sampling my noise function during the mesh creation process. My problems arose trying to change my ...
M31's user avatar
  • 1,418
1 vote
1 answer
119 views

I have a large Texture2D with many sprites and I want to draw one of these sprites repeatedly. I'm currently making a for loop to do this and a trim logic to get the exact desired length and not only ...
Rodrigo Oliveira's user avatar
0 votes
1 answer
162 views

I have a problem regarding displaying sprite where the texture seams to be properly loaded (at least I don't receive any error messages even when removing the if condition) but when I displaye it all ...
brd's user avatar
  • 3
1 vote
0 answers
44 views

I have created a script in Unity that takes in a Texture2D and outputs a class prediction using an ONNX model that I have trained on the Cifar10 dataset. I have had success using a similar setup for ...
Jbasham's user avatar
  • 11
1 vote
1 answer
223 views

So I'm currently creating a game with procedural world generation. Therefore I am loading and unloading big chunks of world data quite often. The process goes as follows: Step 1: Upon loading a chunk, ...
Obarmer's user avatar
  • 11
2 votes
1 answer
329 views

I'm creating a quiz game in Godot 4.2 and wanted to use a texture with an itemlist, similar to texture buttons. All I've seen so far is how to use a picture as an Icon, not as a texture. I want each ...
user avatar
0 votes
0 answers
92 views

While using glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGBA8, width, height, depth); I can't set depth more than 2048 (otherwise OpenGL drops 1281 error which is GL_INVALID_VALUE), but I didn't found ...
bor is lov's user avatar
1 vote
0 answers
90 views

Hello, In my DX project I build textures. The question is about bitmap fonts (channel R8 only). It looks like the BC7 is more smooth (but I am not sure), than the BC4. What is the suggestion, which ...
Włodzimierz O. Kubera's user avatar
0 votes
2 answers
320 views

I am currently developing an ECS within Monogame as a personal project and I want to set a default Sprite for my Sprite Components. However, I do not want to load in a file from the ContentManager, I ...
Muhammad Gheith's user avatar
-1 votes
2 answers
99 views

I'm trying to make a unity project where the player can draw onto specific walls, kind of like splatoon or more specifically, teardown, but a bit more drawing focused. The project uses Bolt as its ...
gametram's user avatar
0 votes
1 answer
998 views

I was originally going to use an atlas texture to pass a large number of textures to my shader, but the texture bleed due to mip mapping was unnacceptable. After doing some research, I decided that ...
Tenebre's user avatar

15 30 50 per page
1
2 3 4 5
45