Questions tagged [textures]
Textures are series of images used in computer graphics to associate locations on a visible surface with varying values. This association is typically done by mapping locations on the texture (usually two-dimensional, but other dimensions and types of textures exist) to locations on the rendered surface. Filtering is often used to smooth away aliasing when sampling values from the texture, usually involving multiple images within a texture called mipmaps.
textures
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Halo around texture with alpha channel
I'm looking for any ways to remove, or at least reduce a white halo around texture (leaf border). It's not visible on the ground (and sky) background (1st picture), but it's noticeable on the 2nd ...
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Fetch Textures From a Collection
Hello everyone who's reading.
I'm trying to create a website where I can mouse scroll through "cards" that are all in a single line, seen with a iso view from the side.
I've set up the scene ...
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How to apply a shader texture to a GLB model element while preserving the native GLB texture?
I have a GLB model and I want to apply a shader texture to it in three.js
But I want to preserve the texture of the model that was created in Blender
Unfortunately, the shader completely overwrites ...
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How can I share texture between contexts in webgl or webgl 2
I have 2 canvases and 2 webgl contexts created from these canvases. I have a texture cacher, I want to put the texture used on one canvas in the cacher and then if this texture is used on another ...
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Make a Texture3D writeable on the GPU in Unity
I have a Texture3D that I've defined:
tex = new Texture3D(8, 8, 8, TextureFormat.RFloat, false);
for (int x = 0; x < 8; x++) {
for (int y = 0; y < 8; y++) {
for (int z = 0; z < 8;...
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Threejs adding 1080p textures is rendered blurry
I am trying to render a sphere with a texture wrapped on it, i am using a png texture with 1920px1080p resolution but the resulted texture is always very blurry,
here is my sample code :
var ...
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webgl2 trouble rendering float texture to canvas
If I use webgl2 to render something (e.g. a triangle) to an RGBA UNSIGNED_BYTE texture, then render that texture to the canvas, everything works fine. But I'm having trouble getting my example to work ...
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Is it better to have multiple small textures or one large texture as input texture for compute shader?
My goal is to use 5 1080x1080 textures and use the algorithm in the compute shader to generate a new 1080x1080 texture. Each pixel will most take the colors of 16 adjacent pixels from the same input ...
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Trying to generate a texture for a new UV set from the original UV set and texture, but would like to capture more of the texture to eliminate seams
As I said, I have a mesh that I decided to redo the UVs on, and in order to save time, I've stored the original UVs by face, as well as the new UVs to separate files. The code I have successfully ...
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How to efficiently upload transposed data to GL_TEXTURE_2D_ARRAY
I want to use a GL_TEXTURE_2D_ARRAY to hold a texture in OpenGL ES 3.0. I'm reading the OpenGL wiki for Array Textures and it has an example for data that is ordered by all pixels of the first image, ...
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C/SDL2 : How to quickly get pixel color
I'm programming a flood_fill() func for triangles. To do this i have to recover the pixel color at a certain position. I use a SDL_Texture in SDL_ACCESSTARGET to blit on and used for the final ...
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What is the difference between BeginTextureMode() and DrawTexture in raylib?
Beginner here. I've noticed two approaches to drawing new textures to the screen in raylib, firstly using DrawTexture directly in the drawing stage:
BeginDrawing();
DrawTexture(texture, posX, posY, ...
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Reading from GLSL image and then rendering to framebuffer
I have a GLSL fragment shader that should render pixels into a texture, and blend the value at each pixel with the one that has been in the texture before.
Instead of using GL blending operations, it ...
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How can i make Textures with code in Godot4?
I am making my own Tetris in Godot (it does not matter), I am new and I still don't understand how to use textures. I wanted to have personalizabled color brick and because I did not know how to do ...
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DirectX 12 texture binding causes memcpy error
I have tried long and hard to solve this. So... I am contacting all of you guys! The issue is that each frame, I try and bind my texture:
Texture.hpp
class Texture : public Component
{
public:
...