Questions tagged [texture]

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

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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 ...
tigertang's user avatar
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3 answers
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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 ...
ODA's user avatar
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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 ...
Josef Blažek's user avatar
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 ...
angel_30's user avatar
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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 ...
Zoler1337's user avatar
1 vote
1 answer
96 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 ...
junglie85's user avatar
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1 answer
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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 ...
William Allen's user avatar
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103 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 ...
wilson's user avatar
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1 answer
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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 ...
Dexter0411's user avatar
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1 answer
203 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 ...
Chifti Saidi's user avatar
1 vote
1 answer
60 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 ...
Learning CG's user avatar
3 votes
0 answers
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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 ...
leone ruggiero's user avatar
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 ...
InvalidOverhead's user avatar
1 vote
0 answers
249 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 ...
Robert's user avatar
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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 ...
Simon's user avatar
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0 answers
60 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 ...
Sina Dasht's user avatar
1 vote
1 answer
448 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 ($3840 \times 2160$...
mathreadler's user avatar
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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 ...
Bryan Potts's user avatar
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1 answer
245 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: ...
Liyuu_'s user avatar
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1 vote
1 answer
125 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 ...
mathreadler's user avatar
0 votes
1 answer
237 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 ...
Simon's user avatar
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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 ...
ihsan's user avatar
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3 votes
1 answer
116 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 ...
Leonardo Holtz de Oliveira's user avatar
1 vote
0 answers
56 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.), ...
Kevin Reid's user avatar
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1 answer
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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 ...
mdkdy's user avatar
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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 ...
Tomas's user avatar
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1 answer
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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.
Lilylilyren's user avatar
1 vote
1 answer
88 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 ...
Lenny White's user avatar
0 votes
1 answer
620 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: ...
Adam Smith's user avatar
0 votes
1 answer
410 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 ...
Adam Smith's user avatar
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 ...
Adam Smith's user avatar
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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 ...
Gary Lucas's user avatar
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 ...
Simon's user avatar
  • 163
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 ...
Vinicius Vendramini's user avatar
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: ...
Thomas's user avatar
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0 votes
1 answer
320 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 ...
Hash's user avatar
  • 157
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 ...
Thomas's user avatar
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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 ...
user8469759's user avatar
0 votes
0 answers
138 views

OpenGL: storing several textures to texture2dArray and exchange them continuesly

I try to render extreme large landscapes, which are deformed by height-maps. Each area has several level of detail height-maps. Other textures are structured like the height-maps as well, so that all ...
Thomas's user avatar
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1 vote
1 answer
47 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:...
Sparr's user avatar
  • 111
-1 votes
1 answer
161 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. ...
Selfish Stoic's user avatar
2 votes
1 answer
97 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 ...
Sam's user avatar
  • 164
1 vote
2 answers
226 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 ...
Hash's user avatar
  • 157
4 votes
1 answer
169 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 ...
kinkersnick's user avatar
3 votes
0 answers
310 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 ...
Emil Kabirov's user avatar
2 votes
1 answer
252 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 ...
Sam's user avatar
  • 164
0 votes
0 answers
192 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 ...
GottaK's user avatar
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1 vote
1 answer
96 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 ...
chaohuang's user avatar
  • 111
2 votes
1 answer
193 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 ...
Voß's user avatar
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0 votes
0 answers
35 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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