Questions tagged [texture]

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

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1 answer
60 views

Random spaces between textures

I am trying to make Terraria like game using WGPU and rust. There are gaps between tiles. The gaps are bigger and more common as I get far from world center. I've read that nearest filtering should ...
0 votes
0 answers
30 views

Can anybody give me an example of how to use ARB_sparse_texture and ARB_sparse_texture2?

I am trying to support hardware sparse virtual texture in my little engine but I found that there are almost no examples on the internet. Can anybody provide me with a little example to illustrate the ...
0 votes
1 answer
436 views

Unity: Pass texture pointer from OpenGL to Unity

I'm working on a scene in Unity where I have textures loaded at runtime. As a result of that, the scene is being slowed down (even with co-routines), so I thought maybe I could move the texture ...
1 vote
1 answer
59 views

Best approach for slicing texture images for raycasting

I'm working on a 2D (pseudo-3D) raycaster which operates on a 2D tile grid. For each ray sent out, the screen draws a rectangle with a certain height depending on the distance between the camera and ...
1 vote
0 answers
57 views

Is there a name for the values of a material at a point?

As I understand it, the usual concept of a “material” in computer graphics, particularly 3D modeling, is a set of parameters (for example, color, specular reflectivity, IOR, light emission, etc.), ...
0 votes
3 answers
80 views

Texture coordinates

Consider the square shown below on the left, which has been textured with the image shown on the right. What are the texture coordinates of the vertices a, b, c, and d? Does anyone know how to answer ...
17 votes
2 answers
4k views

How does hardware texture compression work?

That it compresses the data compared to the pixel array is obvious. But what makes it different from from normal compression (like png, jpeg)?
0 votes
1 answer
247 views

How to properly create textures using DSA for ImageTexture in OpenGL

For the old approach, generating a texture for the ImageTexture for compute shaders would look like this: ...
1 vote
1 answer
447 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 ...
1 vote
0 answers
43 views

How to transform face mesh?

We can use ARcore to create custom textures and 3D models for Augmented Faces, like the augmentation of a Fox ears. But aside from augmenting 3D objects, can we "transform" facemesh, for ...
1 vote
1 answer
98 views

Conditionally sample from texture in shader

I'm building a little 2D graphics library in Rust/WGPU as a means to learn graphics programming. I want to draw an outline around a shape and specify the outline's color. All of my shapes have a ...
0 votes
1 answer
25 views

OpenGL texture unit bindings - Why is a single texture mapped to both texture units when each are individually assigned?

I am using NVIDIA Nsight to debug my OpenGL state. In the screenshots below: I generate a single texture with the ID 10. I activate ...
0 votes
0 answers
105 views

Vulkan: Compressed image formats and mipmapping

I am currently grappling with the computation of mipmaps for block compressed formats (BC7) in Vulkan. The limitation with these formats is that the size of the block compressed texture needs to be a ...
1 vote
1 answer
70 views

Question regarding texture mapping sampling

I am new to computer graphics and have taken up a course in my university on computer graphics. Need help regarding a question as I could not find any relevant resource on the internet so hoping the ...
3 votes
0 answers
94 views

What vergence angle is commonly used for "infinitely far away" objects in stereoscopic displays?

I think that VR / AR experts will know the answer to this. At what vergence angle are "infinitely far away" objects such as star field textures drawn in head-mounted VR / AR displays ? I ...
1 vote
1 answer
116 views

Why do texture samplers seem to bleed into other instances when rendering multiple instances of the same mesh with differing textures

I originally asked this question on the gamdev stack exchange but was told by a friend I would be better served here. Original Question So I will start off by laying out the relevant structure of my ...
0 votes
1 answer
204 views

Can I copy one texture to another perfectly with texelFetch()

Imagine I have two uncompressed, 2D textures A and B with identical sizes and formats. I bind A to texture unit 0, and B to a framebuffer object. If I draw a full-size polygon in that framebuffer with ...
1 vote
1 answer
61 views

Distortion or Aliasing of a UV Sphere

I am trying to map a texture on a UV sphere. I created an algorithm to generate the vertices of the sphere and the UV texture coordinates for each vertex. How I do fix the distortion or aliasing? The ...
3 votes
0 answers
64 views

Intel UHD extremely slow copy operations

Is there a way to make copy operations such as CopyResurce(d3d11) and glBlitFramebuffer(ogl) on multi-sample resources faster ...
1 vote
0 answers
254 views

DDS BC7 Thumbnails on Windows 10

Is it possible to enable accurate thumbnail previews for DDS files that use the newer DX10 headers (DirectX 10 headers)? It seems there is very limited information about this. I did find a couple ...
1 vote
0 answers
61 views

Normal Map Under rotation Issue

I have been trying to apply normal maps to a rotating sphere with light shining directing from above the sphere (0,1,0). but lighting does not look correct under rotation as one side of the sphere ...
1 vote
1 answer
456 views

Which coding strategies exist to handle opengl texture size limit?

I recently hit the roof for maximum texture size for my opengl implementation (GL_MAX_TEXTURE_SIZE contains $3379$) when I wanted to create a texture for a 4k resolution video frame ($3840 \times 2160$...
0 votes
0 answers
46 views

Why is my texture stretched from 1 row of pixels? Metal/Swift

I have the following code below, and it generates the following render. I am using a texture test image, and it looks like its just taking the bottom row of pixels of that image and repeating then. It ...
-1 votes
1 answer
162 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 votes
2 answers
138 views

Export Model Textures Per Face

(Note that as far as attempts go, I can't find anything that helps me) I have a 3D polygon, and for simplicity's sake it's going to be the one below: It is textured using the UV map below: Side ...
1 vote
1 answer
126 views

GLSL trying to bind two different layers from the same texture array as images. Should it work and if so what am I doing wrong?

I am new at this particular site in the SE ecosystem, but not to computer graphics in general. If I'm in the wrong spot feel free to redirect me. My question regards glsl programming and binding two ...
11 votes
1 answer
350 views

Choosing width of data for signed distance field texture

A signed distance field texture is a technique where you store the distance from a pixel to the surface of a shape within the color information for that pixel, allowing almost vector graphics quality ...
0 votes
1 answer
239 views

Why are my OpenGL mipmaps and MSAA bad?

Questions: Why does the wavy white line on the tennis ball texture seem to be at the wrong mip level, with blocky artifacts ? For example, at 'A' in the picture. The basketball and football textures ...
2 votes
1 answer
42 views

Opengl Texture top row pixels are garbage

This code displays a white texture always except when the dimensions are 383 x 512 ...
0 votes
1 answer
182 views

combinatoric explosion of sampler2D, sampler2DArray, samplerCube

I use uber-shader approach and am having issues fitting within 16 texture units. My material uses 3 textures: albedo, special, and normal map. However, any of these textures can be regular 2D, or 2D ...
3 votes
1 answer
117 views

Is Relief Mapping techniques being used these days?

I've been researching for some time now the Relief Texture Mapping (https://www.inf.ufrgs.br/~oliveira/RTM.html), and I'm trying to identify implementations of this technique and its improvements in ...
0 votes
1 answer
273 views

Do bindless textures overcome the limit of GL_MAX_TEXTURE_IMAGE_UNITS?

When I have an array of samplers, for example: uniform sampler3D RHToBounceGridR[MULTI_BOUNCES_NUM]; where MULTI_BOUNCES_NUM is ...
0 votes
1 answer
51 views

compressing my [0,1] floats by throwing away the integer part

I am compressing a string of data in the formats of float. The current approach is throwing away eight bits in the integer part as my float is strictly within [0,1]. I wonder how I could do this.
1 vote
1 answer
89 views

Why is it so important to minimize alpha in textures for rendering

When modeling something like a hair or foliage using textures with alpha value for offline or real-time rendering, it seems to be common practice among computer modelers to try to minimize the amount ...
0 votes
1 answer
630 views

Is glActiveTexture() still needed?

I'm using OpenGL 4.30 with JOGL (in Java). I'm playing with basic texturing, trying to learn how it's done. The textbook I'm using has the following code: ...
0 votes
1 answer
416 views

Why is my texture being stretched out on a triangle strip?

I'm trying to apply a texture to 4 different triangle strips using JOGL (OpenGL/Java). I'm trying to make a 1000×1000 path in a square, where the path is 100 wide. The texture should be stamped 10 ...
1 vote
1 answer
74 views

Why does mipmapping separate out the RGB channels?

I'm trying to understand mipmapping. It makes sense that you would have many pictures of your textures at different resolutions, and use the closest ones in size to what you need in order to avoid ...
0 votes
1 answer
134 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. <...
1 vote
1 answer
424 views

OpenGL Unable to retrieve the values of data sent to shader using textures

I've been following these tutorials and i can't figure out how to send data to shaders using textures. https://en.wikibooks.org/wiki/OpenGL_Programming/Scientific_OpenGL_Tutorial_02 In this tutorial ...
16 votes
1 answer
5k views

How are mipmap levels computed in Metal?

My question is specifically in regards to Metal, since I don't know if the answer would change for another API. What I believe I understand so far is this: A mipmapped texture has precomputed "...
22 votes
3 answers
4k views

Performance of vector graphics versus bitmap or raster graphics

Sometimes I use vector graphics, simply because they look just slightly nicer in some cases, and other times, I use bitmap/raster graphics. I was wondering, are there any significant performance ...
4 votes
3 answers
431 views

Texture prefiltering for Linearly Transformed Cosines

I'm implementing Real-Time Polygonal-Light Shading with Linearly Transformed Cosines from Siggraph 2016. I'm stuck on the texture prefiltering (section 5.3). As I understand they use ...
0 votes
0 answers
30 views

How to improve rendering of surface water in shaded-relief images

I asked a version of this question on GIS Stack Exchange three months ago, but did not receive an answer. So I am posting it here. I’ve written a simple Java application for rendering high-resolution ...
0 votes
1 answer
91 views

store GL_TEXTURE_CUBE_MAP_ARRAY data to CPU

I have a GL_TEXTURE_CUBE_MAP_ARRAY texture of 8 cube maps (countLayers). Now I am trying to transfer the pixels to CPU. Currently I am using this code: ...
2 votes
1 answer
2k views

Calculating maximum number of mipmap levels for OpenGL automatic mipmap storage generation

Using glTexStorage2D(GL_TEXTURE_2D, num_mipmaps, GL_RGBA8, width, height); followed by ...
1 vote
1 answer
266 views

How do I convert Derivative Maps to Normal Maps?

I recently came across a set of models that include Derivative Maps. I'd like to use them in Blender, but from what I've seen so far Blender only supports exporting baked Derivative Maps, not ...
0 votes
1 answer
321 views

Why do normal maps perturb existing normals as opposed to 'overwriting' them?

To preface, I am a bit of a beginner to graphics programming. From what I've read, normal maps merely perturb the existing surface normal as opposed to overwriting them as I'd previously thought But ...
14 votes
2 answers
4k views

Derivative maps vs. Tangent Space Normal maps

I discovered that some engines use derivative maps instead of tangent space normal maps. After some reading, it seems to be a really awesome way to replace tangent space normals but are there some ...
2 votes
1 answer
127 views

using parts of GL_TEXTURE_2D_ARRAY as GL_TEXTURE_CUBEMAP_ARRAY

I am using layered rendering for all my light sources to avoid rendering multiple times. I have lightSourceCount many point lights and one sun, which is implemented ...
0 votes
0 answers
166 views

Polygon Rendering with Linear interpolation

I am reading through an old paper (Interpolation for Polygon Texture Mapping and Shading), cause it is mentioned in other papers I am reading. In section two we have the following steps to perform ...

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