I have an OpenGL texture with transparent and opaque pixels (eg, texture contains a circle, area outside the circle is transparent with alpha of 0.0).
I\'d like to write a program that lets me arbitrarily 开发者_运维百科distort a textured polygon by dragging its vertices. I want the texture to distort fluidly and without overlap, assuming the new po
I have a triangle in (u,v) coordinates in an image. I would like to draw this triangle at 3D coordinates (X,Y,Z) texture-mapped with the triangle in the image.
technology: WPF, C# pretext: I am making a game with a custom gyroscope+accelerometer device. I have a sphere that has a labyrinth map on it. The texture is mapped by a set of positions and texture c
we have the following use case: the user uploads her picture on a web server at a later time - on the server - the picture(s) are mapped on predefined 3D objects and stored as normal images (png, jp
I\'m trying send some 32 bit float data to a shader, but the results are erratic. If I test with full white (1,1,1,1) the values are all zero. This is my code for creating the texture:
Looking through some directx examples, I\'m often seeing the structure for a vertex to be defined as such:
can开发者_JS百科 someone point me to a paper/algorithm/resource/whatever that tells me how to implement a texture minification filter (applies when texels are smaller than pixels) in a raytracer?
Can you explain me, why hardware acceleration required for a long time textures be power of two? For PCs, since GeForce 6 we achieved npot textures with no-mips开发者_运维知识库 and simplified filteri