Questions tagged [texture]

For questions related to textures: procedural generation, encodings, aspect characterisation, filtering, mapping, storage...

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1answer
29 views

Are certain solid colors more likely to survive hardware texture compression unchanged?

I have encountered two solid grey textures, #303030 and #1b1b1b, being put through BCn texture compression and coming out as #313031 (changed) and #1b1b1b (unchanged), presumably due to the 32-bit (8:...
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0answers
32 views

How do I view my vertex colors that I specified through the texture I've applied on my objec [OpenGL]?

I thought that if I used an image with a transparent background, I would still be able to see the colors I had specified in my vertex attribute buffer. ...
2
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1answer
37 views

Does automatic UV unwrapping work with an indexed face set model?

When working with Graphics APIs like OpenGL its common to use an index face set model. That is, multiple faces share adjacent / overlapping vertices by using a list of indices. Most game engines like ...
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2answers
154 views

How are the normals 'derived' from grey scale bump maps?

From what I understand, grey-scale bump maps are used to perturb normals on a surface such that the surface appears to have bumps. With a regular tangent normal map, it seems relatively intuitive ...
3
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1answer
35 views

Why does UV tiling affect performance in volumetric ray marching?

I am building a volumetric ray marching shader in HLSL in Unreal Engine, based on Ryan Brucks’ work: https://shaderbits.com/blog/creating-volumetric-ray-marcher I am trying to add some additional ...
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0answers
47 views

Graphics APIs: read/write the same texture

I know we can't bind the same texture as an input resource to a shader and as a render target within a single draw call, Direct3D just forces unbinding of such a texture SRV, OpenGL says it's ...
2
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1answer
64 views

Deriving formula for perspective correct interpolation

I am trying to derive the formula for perspective correct texture interpolation on my own while implementing my own software rasterizer (projecting an arbitrarily rotated triangle in camera space on ...
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0answers
59 views

glTexImage2d from bytebuffer

I want to create a single-channel 2d texture with bytebuffer which contain each float for each pixel (let say it is an alpha value) to use further in shader Btw, I've tried this ...
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0answers
13 views

How to get the surface alignment

How can I get the surface alignment of a 3D object in screen space? I found this example which, I believe, is aligning the UV coordinates to the 3D vectors (which are determined by their current ...
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1answer
59 views

How to map texture pixels to the corresponding 3D positions?

I have a mesh stored in .obj format with a texture image in .png format. For any "defined" pixel in the texture image, I'd like to compute the corresponding 3D coordinates when the texture ...
2
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1answer
49 views

Why do some texture data formats only have the red channel?

While programming something in Rust with the BevyEngine, I came across TextureFormats. My understanding is that those are used to define how the pixel data is handled. So Rgba8Unorm means that there ...
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0answers
88 views

Blending 2 or more Textures based on depth (Unity)

Ive been trying my hand at blending between 2 or more textures, so far I found I can lerp between Colors quite easily, but this lacks the detail im looking for. So Im trying to blend 2 or 4 textures ...
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0answers
34 views

Character Creation. Cartoon look, Eyes and Extra Parts. What advantages are the combining to one mesh?

I am fairly new to CG and 3d art. I'm trying to learn to make good game assets (ie. Low poly count, clean looking) in a cartoon style. I'm making this character as pictured. But his eye is a separate ...
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0answers
57 views

How to add spectral texture to an object? (Mitsuba renderer)

Summary I'm looking for a possibility to use spectral texture data in Mitsuba renderer. The texture is saved as a tiff image stack and is to be added to the surface of an arbitrary object. Software ...
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0answers
11 views

Viewing or importing Collada files with textures

I'm trying to view a Collada file with separate texture image file, e.g. https://app.ignitionrobotics.org/mjcarroll/fuel/models/Banana%20for%20Scale, which includes ...
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1answer
72 views

How to render and store a color gradient in a ramp texture for 16bit dataset?

I'm working on a scientific visualization project and need to create a transfer function widget. The volume data is either in range 0-255 or it can be 16 bit i.e. <...
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1answer
86 views

How can I bind my texture in the correct orientation?

I have successfully completed a working program that draw a rotating sphere with a map of the world as the texture, simulating the earth in space. However, the texture is bound on it's side, i.e. all ...
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0answers
61 views

Compute UV Normals and World Position from a given texture coordinate

I'm turning to you as a newbie in CG, with a question that might easily be answerable for pros. What I need to do is the following: I have a (rather simple) quad mesh in a 3D modelling software, say, ...
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0answers
72 views

Have any Pixar movie use 'Pixar 128' textures from 1993?

In 1993, Pixar publish Pixar 128 repeating textures (now CC BY 4.0): https://renderman.pixar.com/pixar-one-twenty-eight Have Pixar use any textures from this set in their movies like Toy Story, Bug's ...
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0answers
26 views

How to create interior Mapping textures or Cubemaps? UNITY 3D

im looking for ways and ideas to create my own interior mapping textures for my open World Game. Im unsure how to create them. Are there free sources available? best regards J
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0answers
158 views

Using multiple textures in a shader

Background: I am extracting the textures for a model with Assimp and sampling those textures in the fragment shader. I have multiple uniform sampler2D textureN ...
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1answer
53 views

Calculating Material/Texture Placement from Bitmap to 3D Model

everyone! I am currently developing a program that converts a 3D model to 2D isometric pixel art. Part of my program extracts the texture from an FBX file (as FBX files can have textures built in), ...
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1answer
151 views

PNG textures render correctly in Blender, but not in OpenGL program

I've been following the OpenGL tutorials from ThinMatrix and I've been able to load and render his stall.obj model along with his stall.png texture just fine. But when I try with my own models and ...
2
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1answer
104 views

How are obj files textured?

I am a new learner in 3d graphics. So forgive me if I seem to ask something very basic. I am confused how obj files are textured. So far I have seen: obj + jpg obj + mtl + jpg When I look online, ...
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1answer
215 views

How does the GPU know whether to magnify/minify?

Let me first state what I think I know and please correct me if I'm too inaccurate or plainly wrong. When you use a function like texture, you're requesting a texel value given a pair (u,v) of texture ...
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1answer
139 views

Why is the image from the CUDA version not as sharp as the CPU version?

I am extending Roger Allen's Ray Tracing in One Weekend in CUDA (and also here) by following Peter Shirley's Ray Tracing: The Next Week; specifically Image Texture Mapping. The image I obtain from ...
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0answers
30 views

Packing a GL_RGB from three separate buffers?

I'm decoding an .mp4 to use as a texture on a tristrip. It's easy enough to use an unsigned byte array of RGB triplets to create this texture, but frames come out ...
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2answers
155 views

Is there a tool capable of drawing a triangular linear gradient fill?

I need to draw some shapes filled with linear gradients starting from every point and blending smoothly between points, like an OpenGL standard shading (I guess it is called ...
2
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1answer
183 views

How do I efficiently calculate the distance to the edge of a shape?

I'm trying to implement something like an "inner glow". That is, I have an image which defines the shape of an object, and then I want to create overlay that is a gradient that goes from the ...
2
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3answers
86 views

How to paint onto 3d models

I have searched this topic for very long time and have found basically no information on it. If we have a 3d model with a uv layout. What is the basic technique for 3d painting on said model with a ...
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1answer
69 views

Worsening sampling quality of raytracing with increasing distance from world origin

I am using RT shader (DXR) to generate g-buffers with code below. There was no problems with smaller scene (pink room from cwyman tutorial - http://cwyman.org/code/dxrTutors/tutors/Tutor5/tutorial05....
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0answers
86 views

How should the texture file look like?

I am wondering why the texture of the following 3D model https://app.ignitionrobotics.org/GoogleResearch/fuel/models/Transformers_Age_of_Extinction_Mega_1Step_Bumblebee_Figure Looks like the ...
3
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2answers
446 views

Using array of textures in DX12

I managed to create code, working correctly as Texture2DArray in hlsl by using single ID3D12Resource and binding it as D3D12_SRV_DIMENSION_TEXTURE2DARRAY with constant array size. ...
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1answer
54 views

Texture value clamped to 1

I am working on ray/path-tracer using DXR and I'm starting with simple AO. In first pass, I am storing normal value and RayTCurrent(): ...
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1answer
79 views

How 3D painting software works

I am new to graphics programming and i'm learning opengl. I managed to make a really simple renderer where i can import models display theirs textures with all lighting. My goal is to make a simple ...
1
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1answer
160 views

Transfer the texture between two different sets of uv

Say I have a mesh with two sets of uvs. And I have a texture made for the first set of uvs. I would like to create a second texture that has the same relationship between its pixels and the second set ...
0
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1answer
253 views

What method is used for baking grayscale curvature maps

I'm looking for a way to generate curvature maps like this: The map stores the Convexity and Concavity of each pixel as a value from 0 to 1, where .5 is no curvature and 1 and 0 are the extremes. I ...
2
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0answers
181 views

Corrupt values when writing and reading from the same RWTexture2D in HLSL/DirectX?

I'm playing around with DirectX 12 ray tracing, and I'm trying to read and write data to a 32-bit RGBA floating point RWTexture2DArray within a DirectX 12 HLSL shader. I'm getting weird corruption/...
2
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2answers
706 views

BC7 texture with alpha has the same size as BC7 without alpha

So i've a made a texture. I've saved the RGB one with BC7 compression, then added alpha channel[specular map] with varying levels of grayscale, and saved the file again as RGBA with BC7 compression. ...
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2answers
118 views

What's more optimal - sampling one channel at a time or all channels at once?

I'm going through and optimizing some of my glsl code for a project, and have come across a scenario several times that I am not sure how best to optimize. In summary - Is it faster to sample a ...
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0answers
19 views

Custom Create Maps in OpenGL

I am trying to create some procedurally created terrains for which i need to create noise maps. How do I create a texture of noise map in OpenGL and then pass that in my vertex shader as a heightMap? ...
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0answers
188 views

Generate hardcoded texture data to pass to shaders

I'm trying to manually create a color data to load as a texture with OpenGl for learning purposes. I created an unsigned char array consisting of 4 pixels with 3 ...
2
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1answer
233 views

Texture loading- erratic working

I'm a noob to the OpenGL world and am picking up ideas through practice. I've been writing some code to build retro-arcade games recently and need to load textures to provide the graphic interface. I'...
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0answers
66 views

Is linear interpolation in a 2D texture possible (not quadratic like bilinear interpolation)?

I am currently studying for a computer graphics exam and on the slides about bilinear interpolation it is said that it is in reality quadratic interpolation. An (on the slides) unanswered question ...
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0answers
238 views

Sampling the depth component of a packed depth-stencil texture while rendering to its stencil component

I need to frequently perform depth testing for any given fragment at a different fragment location than the one rendered to. Since this isn't possible with normal builtin OpenGL depth testing ...
2
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1answer
86 views

2D array texture with different filtering setting per texture?

Currently I have textures which need GL_NEAREST and some other need GL_LINEAR in the same texture2dArray. In the shader I perform a manual GL_NEAREST lookup via textureFetch(). To avoid this my ...
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0answers
38 views

Optimizing texture fetches with higher mip levels

Let's say I have some shader program in DirectX or OpenGL rendering a full screen quad. And in a pixel/fragment shader I sample some huge textures at random texture coordinates. That is one same ...
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1answer
813 views

convert image pixel dimensions to UV

Hi i am rather new to computergraphics but i am trying to map an equirectangular image (360 video) to the inside of a sphere now i found the following formula to do this. ...
3
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2answers
631 views

What does texture resolve mean?

In the context of render targets or textures, what does "resolve" mean? For example: To resolve a color texture. From my understanding, it seems to mean, "copy but process/convert at the same time", ...
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0answers
298 views

Why is glUniform1i() returning GL_INVALID_VALUE?

I have a sampler variable in a shader: uniform sampler2DArray tiles; Which I am trying to bind to a texture unit in GL: ...

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