Questions tagged [texture]
For questions related to textures: procedural generation, encodings, aspect characterisation, filtering, mapping, storage...
253
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Find texture coordinates
On (a) i have the original image and (b-d) its textured primitives.
For (b), (c), (d) i need to find the texture coordinates for vertices.
I used this article Texture Coordinates as main help for ...
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BC1 code decoding for texels
I want to implement a BC1 decoder. A single BC1 compressed block consists of 64-bit, where bits are stored like this:
...
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Covering texture surface with ellipses
I am looking for an algorithm (also ideas on possible directions are appreciated) which is able to compute the distribution of ellipses on a 2D surface in order to reach a good degree of covering.
I ...
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Empty texture passed down to GPU in DirectX12
I'm having a problem with loading texture in DX12 with DirectXTK. It seems to be loading all the metadata, since in PIX, I can see bound resource with correct width/height and format. But it's ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...