textures

Texture with text in it, looks pixelated, how to fix this in unity3d?

泪湿孤枕 提交于 2019-12-13 01:25:41
问题 Am using a 1024x1024 texture, which am mapping to a quad in Unity3d. The target platform as of now is PC standalone. This is how it looks: You can see how pixelated and blurry the objects in the screen are, how can I make it more readable and less pixelated? Import settings, quality settings and a screenshot of the scene with mip-map turned off here. The texture and the quad asset can be found here. 回答1: The image looks fine to me: it looks like a 3D video game. Note that 1k is very small to

Resident textures?

爱⌒轻易说出口 提交于 2019-12-13 01:16:38
问题 What are resident textures in OpenGL? The author of the book I'm reading doesn't explain the idea behind resident textures and what they really do. He basically says that I want all textures to be resident and non-resident textures are bad. Help me understand this subject. 回答1: Resident textures are textures that are still stored in active memory. In other words, OpenGL doesn't have to shuffle memory around to make room for the textures that you want to become active. There is an OpenGL

Android texture only showing solid color

偶尔善良 提交于 2019-12-12 21:17:06
问题 I am trying to display a single texture on a quad. I had a working VertexObject, which drew a square(or any geometric object) fine. Now I tried expanding it to handle textures too, and the textures doesn't work. I only see the quad in one solid color. The coordinate data is in an arrayList: /*the vertices' coordinates*/ public int coordCount = 0; /*float array of 3(x,y,z)*/ public ArrayList<Float> coordList = new ArrayList<Float>(coordCount); /*the coordinates' indexes(if used)*/ /*maximum

How to rotate a pixmap by 90º to draw to a texture in libgdx?

╄→гoц情女王★ 提交于 2019-12-12 20:17:29
问题 I need to rotate a Pixmap by 90 degrees. I have seen an answer that achieves a flipped Pixmap. I need to rotate images that are in portrait orientation to landscape already on the Pixmap-level to later create textures out of them. 回答1: similar to the flip pixmap method I achieved a 90º rotated Pixmap like this: private Pixmap rotatePixmap (Pixmap srcPix){ final int width = srcPix.getWidth(); final int height = srcPix.getHeight(); Pixmap rotatedPix = new Pixmap(height, width, srcPix.getFormat(

Using texture image with alpha makes mesh 'see through'

孤者浪人 提交于 2019-12-12 20:08:48
问题 I am rendering an obj file in OpenGL ES 2.0 on Android with Back-Culling enabled. Only some part (the necklace around the neck) of the texture image actually has alpha. When rendering only the mesh, it looks fine : However, on enabling the texture, I am able to see through the mesh onto the other side. You can see below that the right hand which is behind the body also becomes visible. Any ideas what might be going wrong ? Edit: I have tried the following : Enabling/Disabling back face

Animated texture quality very bad

梦想与她 提交于 2019-12-12 20:07:56
问题 I'm trying to create a short opener for a clip by using a plane and an animated texture. I created the animated texture sheet, frame by frame, in photoshop. It's a large texture, 12x12 frames. When I try playing it in unity, while it works, it is of a significantly lower quality. I have seen posts about tweaking my import settings, but these are the only ones I see (no max size etc) I did have to use an older version of unity to make it work with the rest of the project I was working on - is

iPhone OpenGL - How to gradient fade out a texture?

白昼怎懂夜的黑 提交于 2019-12-12 18:45:01
问题 I want to customize the reflection from the FlowCover (Cover Flow remake) sample code. Now, the reflection (a texture) is only transparent but I want it to have a gradient so that the texture fades to be completely transparent. How would you achieve this effect with OpenGL? This is the code that handles the textures. glPushMatrix(); glBindTexture(GL_TEXTURE_2D,fcr.texture); glTranslatef(trans, 0, 0); glScalef(sc,sc,1.0); glMultMatrixf(m); glDrawArrays(GL_TRIANGLE_STRIP,0,4); // reflect

To create a bounding box in a texture in Unity

£可爱£侵袭症+ 提交于 2019-12-12 18:20:06
问题 I want to make a bounding box in texture. This texture is the result of image Segmentation I make Segmentation results into textures every time and I try to do a bounding box for this process I have pixel-specific values for texture, but this changes randomly every time. so, I tried to find pixel values with bfs algorithm. public Queue<Node> SegNode = new Queue<Node>(); private bool[,] visit = new bool[256, 256]; private int[] dx = new int[4] { 0, 1, -1, 0 }; private int[] dy = new int[4] { 1

SecurityError for same-origin image texImage2D

不想你离开。 提交于 2019-12-12 15:42:06
问题 I am currently learning WebGL. In a call to texImage2D, which is called when a texture has finished loading, I get the following SecurityError : Uncaught SecurityError: Failed to execute 'texImage2D' on 'WebGLRenderingContext': The cross-origin image at /path/to/texure.png may not be loaded. However, the file is on the same domain, in fact it is in the same directory as the html file requesting it. Here is the file layout: > js |-> script.js |-> glUtils.js |-> sylvester.js > texture.png >

Uninitialized Texture in OpenGL

自作多情 提交于 2019-12-12 14:59:27
问题 Is there an easy and fast way to create an uninitialized texture in OpenGL? My current approach looks like this: std::vector<byte> nothing = std::vector<byte>([size of texture in bytes]); glTexImage( target, level, internalFormat, size, border, format, type, nothing ); but this involves the upload of nothing. Another approach would be to create an uninitialized buffer (by calling glBufferData without data) and to create the texture from this buffer. But afaik this has twice the memory