texture2d Questions

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I'm using cross-platform libraries (glfw, glew, glm) to make a simple texture mapping OpenGl Sample Program. It just takes an image from my computer, which is a 512 x 512 PNG, and is supposed to ma...
Lombroso asked 31/12, 2013 at 11:57

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This is a weird question but I was wondering why glTexImage2d cares about the pixel data type and format of Null data. The signature for glTexImage2d is... void glTexImage2D( GLenum target, GLint ...
Dolf asked 20/11, 2013 at 20:21

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I have a working code where I am reading vec4 values in the shader from a texture buffer. On the client side, I create a buffer of displacement vectors: vec4 vector1 : vec4(x1, y1, z1, w1); vec4 ...
Catabasis asked 6/9, 2013 at 6:57

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I am attempting to create a tile engine using a pixel shader and two textures. One texture will hold the tileset and one the map. Is it possible to read the texture data as actual (unsampled) data...
Ussery asked 29/10, 2012 at 23:55

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Every texture after GL_TEXTURE0 (texture on slot 0) is black. Fragment shader (sample code to check different textures by changing weights): #version 330 uniform sampler2D g_ColorTex; uniform sa...
Flat asked 13/3, 2013 at 20:5

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I'm currently trying out some OpenGL ES 2.0 with Android for a game. My map is a 2d grid map with a heights value for every position. Now I wanted to store the heights of each coordinate in a textu...
Buchheim asked 22/1, 2013 at 16:12

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I have tried to add a fairly simple extension on top of Android's example OpenGL 2.0 project in order to add texturing to basic shapes. This seems pretty straightforward, but on certain devices (Sa...
Certainly asked 6/11, 2012 at 20:55

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Quick question. (I was not able to find documentation about this anywhere) When you do this: Texture2D t1; t1 = content.Load<Texture2D>("some texture"); Texture2D t2; t2 = t1; Does it cr...
Trinitrocresol asked 17/9, 2012 at 16:48

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Here's a primitive 5x2 texture, defined in RGB and RGBA formats. // 1 2 3 4 5 unsigned char rgb[] = { 0, 0, 0, 0, 0, 0, 200, 200, 200, 0, 0, 0, 200, 200, 200, 0, 0, 0, 0, 0, 0, 200, 200, 200, 0, ...
Chauvin asked 6/6, 2012 at 16:56

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While using texture memory I have come across the following code:- uint f = (blockIdx.x * blockDim.x) + threadIdx.x; uint c = (blockIdx.y * blockDim.y) + threadIdx.y; uint read = tex2D( refTex, c...
Torques asked 17/5, 2012 at 21:27

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I'm working on a project in XNA, and I'm using some rather large textures, which I'm loading into the game as Texture2D objects, and drawing on the screen much smaller than they are loaded in. The ...
Howie asked 6/4, 2012 at 15:41

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I need load XNA.Texture2D to PictureBox. i've tried this: http://www.gamedev.net/community/forums/viewreply.asp?ID=3224621 but it doesn't work. Any suggestions?
Paranoid asked 4/5, 2010 at 20:41

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Morning all (if its morning where you are) I have been looking around and have not seen a satisfactory method for doing this so thought I would ask around... Ideal world I would like to be able t...
Kurth asked 20/7, 2011 at 7:51

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XNA noob here, learning every day. I just worked out how to composite multiple textures into one using a RenderTarget2D. However, while I can use the RenderTarget2D as a Texture2D for most purposes...
Inconvertible asked 1/4, 2011 at 4:49

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I have discovered that there are still a fair number of drivers out there that don't support NPOT textures so I'm trying to retro-fit my 2D engine (based on OpenTK, which is in turn based on OpenGL...
Superheterodyne asked 22/2, 2011 at 3:9

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I'm just curious if it actually loads the asset into memory every time it's called or if it looks it up, finds if it's loaded and if it isn't loaded it loads it once and just keeps references so th...
Barbusse asked 22/11, 2010 at 6:6

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