666 questions
0
votes
1
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330
views
Graphics.CopyTexture called with mismatching texture types (src=5 dst=2)
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 ...
-1
votes
1
answer
36
views
How to call glTexImage2D properly using GLFW in C#
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 ...
3
votes
1
answer
201
views
Vulkan Texture Array Memory Size Difference
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 ...
1
vote
2
answers
105
views
Win32 API convert ID3D11Texture2D to cv::Mat
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);
...
1
vote
0
answers
119
views
Unity Mesh Generation from Texture2D
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 ...
1
vote
1
answer
119
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Repeating portion of a Texture2D in a single SpriteBatch.Draw call
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 ...
0
votes
1
answer
162
views
C# MonoGame sprite color issue
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 ...
1
vote
0
answers
44
views
Converting input Texture2D to a 1x32x32x3 Tensor for input into an ONNX model in Unity
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 ...
1
vote
1
answer
223
views
in Unity 2022.3, why do my object instantiation times spike ever so often?
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, ...
2
votes
1
answer
329
views
How to Use A Texture With ItemList In Godot 4?
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 ...
0
votes
0
answers
92
views
With glTexStorage3D why cant i allocate more than 2048 2D texures and what do I do if i need more?
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 ...
1
vote
0
answers
90
views
Which format should be more smooth for complex R8 textures - BC4 or BC7?
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 ...
0
votes
2
answers
320
views
Is there a way to dynamically create a generic Texture2D?
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 ...
-1
votes
2
answers
99
views
How would I draw onto A texture in unity's bolt?
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 ...
0
votes
1
answer
998
views
How to use ID3D11Device::CreateTexture2D method to create texture array with mipmaps
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 ...