Texture atlas generator

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13 comments, last by Alessio1989 9 years, 1 month ago


Do you have any idea what that entails? 64 unwrappings requires 64 specific start-end coordinates and the 64 manual wrapping calculations associated with each.

Not sure I understand this. There a single set of texture coordinates that need to be "adjusted" in the pixel shader.

The OP's problem is solved by using a texture atlas with some wrapped border region included around each image in the atlas.


You never identified texture filtering as your main problem, and instead blamed texture wrapping.
If you’re already comparing your solution to an existing one’s, the bleeding is not caused by wrapping (it would be though), it is caused by bilinear-filtering.

... which is solved by having a border region surrounding the atlas image...

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The OP's problem is solved by using a texture atlas with some wrapped border region included around each image in the atlas.


You never identified texture filtering as your main problem, and instead blamed texture wrapping.
If you’re already comparing your solution to an existing one’s, the bleeding is not caused by wrapping (it would be though), it is caused by bilinear-filtering.


... which is solved by having a border region surrounding the atlas image...

I never said any issues weren’t solvable (although thanks to mipmaps they aren’t equivalently solvable), I said the topic-poster might not have an understanding of said issues and their solutions well enough to be able to make a tool. I made no blanket statements or statements of fact, I simply said, “Based on the language you’ve chosen/the way you’ve described your problem, I am not sure it would be wisest for you to write your own tool to handle this.”


L. Spiro

I restore Nintendo 64 video-game OST’s into HD! https://www.youtube.com/channel/UCCtX_wedtZ5BoyQBXEhnVZw/playlists?view=1&sort=lad&flow=grid

I never said any issues weren’t solvable (although thanks to mipmaps they aren’t equivalently solvable),

Eh... but you did claim there was an issue, even though there isn't actually an issue. And mipmapping isn't a problem if you manually create each mipmap levels. This is all actually spelled out in the link that the guy has in his original post.

Eh... but you did claim there was an issue,

I am waiting for evidence of such a claim.


L. Spiro

I restore Nintendo 64 video-game OST’s into HD! https://www.youtube.com/channel/UCCtX_wedtZ5BoyQBXEhnVZw/playlists?view=1&sort=lad&flow=grid

https://uvatlas.codeplex.com/

Hi,

I am looking for a tool capable of generating texture atlases. The intended usage is terrain texturing, which naturally must not suffer from the well known problem of bleeding. In that regard, I really like the solution described here: https://mtnphil.wordpress.com/2011/09/26/terrain-texture-atlas-construction/
Also, direct support for various formats (DXT1, DXT5, BC5 etc.) would be nice but that could be deferred to another tool. Plus, a configurable layout would be a handy feature too.
Now, does such tool exist or should I write my own one ? I looked everywhere for one but could not find any suitable.

Thanks!

https://uvatlas.codeplex.com/

"Recursion is the first step towards madness." - "Skegg?ld, Skálm?ld, Skildir ro Klofnir!"
Direct3D 12 quick reference: https://github.com/alessiot89/D3D12QuickRef/

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