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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.

1 vote
0 answers
12 views

Interpolation of vertex attributes during rasterization

RENDER There is a set of vertices: new Vector(-0.5,-0.5,-0.5), new Vector(-0.5, 0.5,-0.5), new Vector( 0.5, 0.5,-0.5), new Vector( 0.5,-0.5,-0.5), new Vector(-0....
Leonid Price's user avatar
-2 votes
0 answers
30 views

Is is possible to project pixel shader to surface like texture with OpenGL?

I am wondering if it is possible to project (in an easyly way like texture) the example of fragment shader to a surface like a cube. I have seen some interesting example on ShaderToy (the Rasterizer - ...
m4nu's user avatar
  • 1
-3 votes
1 answer
33 views

OpenGL Texture shows a solid color from the texture and not the entire texture [closed]

main.cpp #include<glad/glad.h> #include<GLFW/glfw3.h> #include<iostream> #include<fstream> #include"glheader.h" #define STB_IMAGE_IMPLEMENTATION #include "...
Quantum Fisch's user avatar
0 votes
0 answers
19 views

unpacking .basis texture to any other format

i'm trying to unpack a .basis texture file to any other format (ideally .exr) for use in blender. i have a model i extracted from some website, being a glTF referencing .basis textures. blender cannot ...
Ykulvaarlck's user avatar
-2 votes
1 answer
74 views

glGetTexImage returning 0s for texture even though texture is loaded and populated correctly in GPU memory [closed]

What I'm trying to do Read each individual face of a cubemap texture into a float array on the CPU so that I can save each face to disk as an image file The issue: glGetTexImage returns data ...
Henry's user avatar
  • 5
0 votes
0 answers
5 views

CGAL after ARAP_parameterizer_3 gets the UVmaps which has the rotation angles ?Texture can map UV

The 2D coordinates of CGAL parameterized by ARAP have rotation angles that are not fixed, resulting in inconsistent texture mapping results later on. How should I solve this problem SMP::Error_code ...
bobo zhang's user avatar
0 votes
0 answers
37 views

How to Maintain Image Aspect Ratio When Tiling and Using a Camera in OpenGL?

I am working on rendering a large image in tiles using OpenGL. My goal is to render images in tiles, but i am struggling maintain the aspect ratio of the original image when applying a camera ...
Iorp's user avatar
  • 43
0 votes
0 answers
39 views

Cupy - Problem with textures for double precision calculations

I have written a CUDA kernel that works with double precision arrays. Within this CUDA kernel, I evaluate two dimensional textures which ideally should return a double value. By default tex2D does not ...
user23326971's user avatar
0 votes
0 answers
13 views

How to create a static Alphamap texture from canvas in 3js defined by world coordinates

I am currently in need of adding holes to a shape mesh that can be dynamically generated. The mesh is created from using mergeBufferGeometries on an array of ShapeGeometry. These shapes do have their ...
twSoulz's user avatar
  • 106
1 vote
0 answers
22 views

Inconsistent Texture Rendering in Raycasting Due to Intersection Calculations

I'm working on a raycasting engine where I'm encountering an issue with inconsistent texture rendering. When rays hit consecutive walls of the same texture (e.g., 1 1 1 in the map), some rays ...
Saad Out03's user avatar
0 votes
0 answers
29 views

Creating a magnifying lens effect with Ursina in python

I would like to have a magnifying lens effect in Ursina. Basically, I would like a circle which renders what is under the circle with a magnifying effect. With Unity, the process I once used was: ...
William's user avatar
1 vote
0 answers
25 views

How to Reduce Pixelation in Texture Mapping for Raycasting Engine in C

I am working on a raycasting engine in C, similar to the one used in classic games like Wolfenstein 3D. I have implemented basic texture mapping, but the rendered walls appear very pixelated. I would ...
Saad Out03's user avatar
0 votes
0 answers
40 views

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 ...
misha.physics's user avatar
0 votes
1 answer
25 views

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 ...
jamfury's user avatar
0 votes
0 answers
23 views

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 ...
Ruslan Karimov's user avatar

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