textures

ASTC for normal maps

心不动则不痛 提交于 2019-12-11 15:45:17
问题 I am trying to compress my normal map textures, so I am using ASTC 4x4. It works completely good for other textures (aka diffuse), but quality lost for normal maps were too big. Is there a way to improve ASTCs quality directly for Normal Maps ? I have tried to use -normal-psnr flag, but it makes my texture greyed (instead of normal blue) ASTC normal map: PNG normal map: 回答1: Compressing normal maps using a normal mode in the reference encoder stores normal maps as X+Y maps. X is stored in the

How to export .obj format file with texture in blender?

早过忘川 提交于 2019-12-11 15:27:26
问题 First of all i am new in blender. i have attached texture from tree object. this project exporting (.obj) and (.mtl) files only.but it does not exporting texture images.I need textures image also. please any give the solution. 回答1: about blender obj read this - Blender imports obj files with textures just fine with Blender Internal renderer as the active renderer. But importing obj files with texture while Cycles is the active renderer is currently not supported. With Cycles you have to

DirectX9 Texture of arbitrary size (non 2^n)

丶灬走出姿态 提交于 2019-12-11 14:17:49
问题 I'm relatively new to DirectX and have to work on an existing C++ DX9 application. The app does tracking on a camera images and displays some DirectDraw (ie. 2d) content. The camera has an aspect ratio of 4:3 (always) and the screen is undefined. I want to load a texture and use this texture as a mask, so tracking and displaying of the content only are done within the masked area of the texture. Therefore I'd like to load a texture that has exactly the same size as the camera images. I've

Enabling materials and textures for OGre 3D model in jmonkeyengine?

不想你离开。 提交于 2019-12-11 14:08:00
问题 I downloaded models from WorldForge and I can introduce the mesh of a goblin to my scene but the texture and material won't render: I use eclipse and the added files look like this: The way I add the goblin in the code is this Spatial model3 = assetManager.loadModel("objects/creatures/goblin/goblin.mesh.xml"); model3.setLocalTranslation(-30.0f, 4.5f, 0.0f); rootNode.attachChild(model3); Can you help me how I improve the goblin? There are several textures and materials definition in the files

Three.js: using an image texture causes other objects to disappear

此生再无相见时 提交于 2019-12-11 13:58:45
问题 I'm trying to visualize a space time cube. As a reference I take this image I found on google: http://www.intechopen.com/source/html/38305/media/image7.jpeg . Actually I managed to do it but there is a weird bug as soon as I start to use a texture for the bottom of the cube (which is a plane in my case). The things that are just above the plane are some how not always visible and the image is sometimes distorted. It is hard to explain so you might check the jfiddle out I created: http:/

Android: AndEngine - AnimatedSprite texture size too large?

房东的猫 提交于 2019-12-11 13:48:49
问题 sorry if this issue's been asked before but I couldn't find a reference to it, trying to start using andEngine and I'm trying to use an image 3360x720, because it's tiled with 7 columns. I've tried this method: // Initialize the background this.mBackgroundTexture = new Texture(4096, 1024, TextureOptions.BILINEAR); this.mEngine.getTextureManager().loadTextures(this.mBackgroundTexture); this.mBackgroundRegion = TextureRegionFactory.createTiledFromAsset(this.mBackgroundTexture, this, "back_anim

Render polygon with repeate Texture in Libgdx using PolygonSpriteBatch

霸气de小男生 提交于 2019-12-11 11:50:48
问题 I would like to draw a polygon with repeat texture (e.g brick). Here is my code: textureBrick = new Texture(Gdx.files.internal("data/brick.png")); textureBrick.setWrap(TextureWrap.Repeat, TextureWrap.Repeat); TextureRegion texreg = new TextureRegion(textureBrick,0,0,1f,1f); texreg.setTexture(textureBrick); PolygonRegion po = new PolygonRegion(texreg, floatvertices); and next i draw (render): public void render(SpriteBatch spriteBatch, PolygonSpriteBatch polygonBatch) { Gdx.gl.glEnable(GL10.GL

OpenGL ES Texture Mapping Overflow

限于喜欢 提交于 2019-12-11 10:40:47
问题 I want to animate a 2d Sprite sheet. I hava a sprite sheet with a lot of character animation with different frame size. For a single animation, I scale a vertex to fit one frame and then change Texture position for animation. Works pretty well for one animation, but when switching to another animation with different frame size and scale vertex and fitting texture again, I get side effect where texture is stretcht and not fitting, it is just on one animation frame, but make the change between

Loaded texture appears blurred, or like a single color. How to make the texture crisp and sharp

*爱你&永不变心* 提交于 2019-12-11 10:08:40
问题 I am using three.js to make some basic 3D, I am loading a jpeg image as texture to apply on a custome geometry as shown: var floor = new THREE.Shape([ new THREE.Vector2 (300, 50), new THREE.Vector2 (450, 100), new THREE.Vector2 (650, 80), new THREE.Vector2 (700, 180), new THREE.Vector2 (980, 280), new THREE.Vector2 (900, 420), new THREE.Vector2 (850, 560), new THREE.Vector2 (600, 590), new THREE.Vector2 (500, 500), new THREE.Vector2 (370, 570), new THREE.Vector2 (200, 410), new THREE.Vector2

How to properly use GL_HALF_FLOAT_OES for textures?

心不动则不痛 提交于 2019-12-11 09:31:28
问题 I'm using OpenGL ES 2.0 on an iPad 2 / 3. I'd like to use GL_FLOAT when creating textures: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texWidth, texHeight, 0, GL_RGBA, GL_FLOAT, rawData); but the problem is that GL_LINEAR is not supported as a GL_TEXTURE_MAG_FILTER when GL_FLOAT is used if you don't have GL_OES_texture_float_linear showing up in your list of supported extensions. (None of the iPads do.) But I do have GL_OES_texture_half_float_linear in my list of extensions. So using a half-float