Adding textures effectively in 3D game using libGDX












0















I'm writing a 3D game in Java using libGDX. In my game there's a model instance of a room which his walls are just rectangles. I'm tryimg to add an effect of "bullet holes" which are just a texture that appear on the wall when the player shoots at it. I'm trying to figure what the optimal way to implement it? The obvious way is just creating a model instance that built from a single rect with the hole texture for each bullet hole - but this way there will be a draw call for each one of these holes, which is not performance-wise AFAIK.



A piece of code which I create the walls:



 Texture wallTexture = new Texture(Gdx.files.internal("wall.png"));
wallTexture.setWrap(Texture.TextureWrap.Repeat, Texture.TextureWrap.Repeat);
Material wallMaterial = new Material(TextureAttribute.createDiffuse(wallTexture));
MeshPartBuilder meshBuilder = modelBuilder.part("walls", GL20.GL_TRIANGLES,
VertexAttributes.Usage.Position | VertexAttributes.Usage.Normal |
VertexAttributes.Usage.TextureCoordinates, wallMaterial);
meshBuilder.setUVRange(0, 0, C.ROOM_SIZE, 3);
corner00.set(C.ROOM_SIZE, 0, 0);
corner10.set(0, 0, 0);
corner11.set(0, 0, 6);
corner01.set(C.ROOM_SIZE, 0, 6);
normal.set(0, 1, 0);
line1000.setNormalDirection(auxVector2.set(0, 1).angle());
meshBuilder.rect(corner00, corner10, corner11, corner01, normal);
corner00.set(C.ROOM_SIZE, C.ROOM_SIZE, 0);
corner10.set(C.ROOM_SIZE, 0, 0);
corner11.set(C.ROOM_SIZE, 0, 6);
corner01.set(C.ROOM_SIZE, C.ROOM_SIZE, 6);
normal.set(-1, 0, 0);
line1110.setNormalDirection(auxVector2.set(-1, 0).angle());
meshBuilder.rect(corner00, corner10, corner11, corner01, normal);
corner00.set(0, C.ROOM_SIZE, 0);
corner10.set(C.ROOM_SIZE, C.ROOM_SIZE, 0);
corner11.set(C.ROOM_SIZE, C.ROOM_SIZE, 6);
corner01.set(0, C.ROOM_SIZE, 6);
normal.set(0, -1, 0);
line0111.setNormalDirection(auxVector2.set(0, -1).angle());
meshBuilder.rect(corner00, corner10, corner11, corner01, normal);
corner00.set(0, 0, 0);
corner10.set(0, C.ROOM_SIZE, 0);
corner11.set(0, C.ROOM_SIZE, 6);
corner01.set(0, 0, 6);
normal.set(1, 0, 0);
line0001.setNormalDirection(auxVector2.set(1, 0).angle());
meshBuilder.rect(corner00, corner10, corner11, corner01, normal);
Model levelModel = modelBuilder.end();
levelModelInstance = new ModelInstance(levelModel);


This part occurs only once upon loading the level. The bullet holes are supposed to appear in-game.










share|improve this question

























  • Please provide the relevant part of your code. Add a Minimal, Complete, and Verifiable example including proper example input/output data.

    – Bsquare ℬℬ
    Nov 22 '18 at 8:32











  • Added a relevant piece of code.

    – Gad Wissberg
    Nov 22 '18 at 9:08











  • you should either rebake the texture or use sprites for it

    – Hllink
    Nov 22 '18 at 18:03
















0















I'm writing a 3D game in Java using libGDX. In my game there's a model instance of a room which his walls are just rectangles. I'm tryimg to add an effect of "bullet holes" which are just a texture that appear on the wall when the player shoots at it. I'm trying to figure what the optimal way to implement it? The obvious way is just creating a model instance that built from a single rect with the hole texture for each bullet hole - but this way there will be a draw call for each one of these holes, which is not performance-wise AFAIK.



A piece of code which I create the walls:



 Texture wallTexture = new Texture(Gdx.files.internal("wall.png"));
wallTexture.setWrap(Texture.TextureWrap.Repeat, Texture.TextureWrap.Repeat);
Material wallMaterial = new Material(TextureAttribute.createDiffuse(wallTexture));
MeshPartBuilder meshBuilder = modelBuilder.part("walls", GL20.GL_TRIANGLES,
VertexAttributes.Usage.Position | VertexAttributes.Usage.Normal |
VertexAttributes.Usage.TextureCoordinates, wallMaterial);
meshBuilder.setUVRange(0, 0, C.ROOM_SIZE, 3);
corner00.set(C.ROOM_SIZE, 0, 0);
corner10.set(0, 0, 0);
corner11.set(0, 0, 6);
corner01.set(C.ROOM_SIZE, 0, 6);
normal.set(0, 1, 0);
line1000.setNormalDirection(auxVector2.set(0, 1).angle());
meshBuilder.rect(corner00, corner10, corner11, corner01, normal);
corner00.set(C.ROOM_SIZE, C.ROOM_SIZE, 0);
corner10.set(C.ROOM_SIZE, 0, 0);
corner11.set(C.ROOM_SIZE, 0, 6);
corner01.set(C.ROOM_SIZE, C.ROOM_SIZE, 6);
normal.set(-1, 0, 0);
line1110.setNormalDirection(auxVector2.set(-1, 0).angle());
meshBuilder.rect(corner00, corner10, corner11, corner01, normal);
corner00.set(0, C.ROOM_SIZE, 0);
corner10.set(C.ROOM_SIZE, C.ROOM_SIZE, 0);
corner11.set(C.ROOM_SIZE, C.ROOM_SIZE, 6);
corner01.set(0, C.ROOM_SIZE, 6);
normal.set(0, -1, 0);
line0111.setNormalDirection(auxVector2.set(0, -1).angle());
meshBuilder.rect(corner00, corner10, corner11, corner01, normal);
corner00.set(0, 0, 0);
corner10.set(0, C.ROOM_SIZE, 0);
corner11.set(0, C.ROOM_SIZE, 6);
corner01.set(0, 0, 6);
normal.set(1, 0, 0);
line0001.setNormalDirection(auxVector2.set(1, 0).angle());
meshBuilder.rect(corner00, corner10, corner11, corner01, normal);
Model levelModel = modelBuilder.end();
levelModelInstance = new ModelInstance(levelModel);


This part occurs only once upon loading the level. The bullet holes are supposed to appear in-game.










share|improve this question

























  • Please provide the relevant part of your code. Add a Minimal, Complete, and Verifiable example including proper example input/output data.

    – Bsquare ℬℬ
    Nov 22 '18 at 8:32











  • Added a relevant piece of code.

    – Gad Wissberg
    Nov 22 '18 at 9:08











  • you should either rebake the texture or use sprites for it

    – Hllink
    Nov 22 '18 at 18:03














0












0








0








I'm writing a 3D game in Java using libGDX. In my game there's a model instance of a room which his walls are just rectangles. I'm tryimg to add an effect of "bullet holes" which are just a texture that appear on the wall when the player shoots at it. I'm trying to figure what the optimal way to implement it? The obvious way is just creating a model instance that built from a single rect with the hole texture for each bullet hole - but this way there will be a draw call for each one of these holes, which is not performance-wise AFAIK.



A piece of code which I create the walls:



 Texture wallTexture = new Texture(Gdx.files.internal("wall.png"));
wallTexture.setWrap(Texture.TextureWrap.Repeat, Texture.TextureWrap.Repeat);
Material wallMaterial = new Material(TextureAttribute.createDiffuse(wallTexture));
MeshPartBuilder meshBuilder = modelBuilder.part("walls", GL20.GL_TRIANGLES,
VertexAttributes.Usage.Position | VertexAttributes.Usage.Normal |
VertexAttributes.Usage.TextureCoordinates, wallMaterial);
meshBuilder.setUVRange(0, 0, C.ROOM_SIZE, 3);
corner00.set(C.ROOM_SIZE, 0, 0);
corner10.set(0, 0, 0);
corner11.set(0, 0, 6);
corner01.set(C.ROOM_SIZE, 0, 6);
normal.set(0, 1, 0);
line1000.setNormalDirection(auxVector2.set(0, 1).angle());
meshBuilder.rect(corner00, corner10, corner11, corner01, normal);
corner00.set(C.ROOM_SIZE, C.ROOM_SIZE, 0);
corner10.set(C.ROOM_SIZE, 0, 0);
corner11.set(C.ROOM_SIZE, 0, 6);
corner01.set(C.ROOM_SIZE, C.ROOM_SIZE, 6);
normal.set(-1, 0, 0);
line1110.setNormalDirection(auxVector2.set(-1, 0).angle());
meshBuilder.rect(corner00, corner10, corner11, corner01, normal);
corner00.set(0, C.ROOM_SIZE, 0);
corner10.set(C.ROOM_SIZE, C.ROOM_SIZE, 0);
corner11.set(C.ROOM_SIZE, C.ROOM_SIZE, 6);
corner01.set(0, C.ROOM_SIZE, 6);
normal.set(0, -1, 0);
line0111.setNormalDirection(auxVector2.set(0, -1).angle());
meshBuilder.rect(corner00, corner10, corner11, corner01, normal);
corner00.set(0, 0, 0);
corner10.set(0, C.ROOM_SIZE, 0);
corner11.set(0, C.ROOM_SIZE, 6);
corner01.set(0, 0, 6);
normal.set(1, 0, 0);
line0001.setNormalDirection(auxVector2.set(1, 0).angle());
meshBuilder.rect(corner00, corner10, corner11, corner01, normal);
Model levelModel = modelBuilder.end();
levelModelInstance = new ModelInstance(levelModel);


This part occurs only once upon loading the level. The bullet holes are supposed to appear in-game.










share|improve this question
















I'm writing a 3D game in Java using libGDX. In my game there's a model instance of a room which his walls are just rectangles. I'm tryimg to add an effect of "bullet holes" which are just a texture that appear on the wall when the player shoots at it. I'm trying to figure what the optimal way to implement it? The obvious way is just creating a model instance that built from a single rect with the hole texture for each bullet hole - but this way there will be a draw call for each one of these holes, which is not performance-wise AFAIK.



A piece of code which I create the walls:



 Texture wallTexture = new Texture(Gdx.files.internal("wall.png"));
wallTexture.setWrap(Texture.TextureWrap.Repeat, Texture.TextureWrap.Repeat);
Material wallMaterial = new Material(TextureAttribute.createDiffuse(wallTexture));
MeshPartBuilder meshBuilder = modelBuilder.part("walls", GL20.GL_TRIANGLES,
VertexAttributes.Usage.Position | VertexAttributes.Usage.Normal |
VertexAttributes.Usage.TextureCoordinates, wallMaterial);
meshBuilder.setUVRange(0, 0, C.ROOM_SIZE, 3);
corner00.set(C.ROOM_SIZE, 0, 0);
corner10.set(0, 0, 0);
corner11.set(0, 0, 6);
corner01.set(C.ROOM_SIZE, 0, 6);
normal.set(0, 1, 0);
line1000.setNormalDirection(auxVector2.set(0, 1).angle());
meshBuilder.rect(corner00, corner10, corner11, corner01, normal);
corner00.set(C.ROOM_SIZE, C.ROOM_SIZE, 0);
corner10.set(C.ROOM_SIZE, 0, 0);
corner11.set(C.ROOM_SIZE, 0, 6);
corner01.set(C.ROOM_SIZE, C.ROOM_SIZE, 6);
normal.set(-1, 0, 0);
line1110.setNormalDirection(auxVector2.set(-1, 0).angle());
meshBuilder.rect(corner00, corner10, corner11, corner01, normal);
corner00.set(0, C.ROOM_SIZE, 0);
corner10.set(C.ROOM_SIZE, C.ROOM_SIZE, 0);
corner11.set(C.ROOM_SIZE, C.ROOM_SIZE, 6);
corner01.set(0, C.ROOM_SIZE, 6);
normal.set(0, -1, 0);
line0111.setNormalDirection(auxVector2.set(0, -1).angle());
meshBuilder.rect(corner00, corner10, corner11, corner01, normal);
corner00.set(0, 0, 0);
corner10.set(0, C.ROOM_SIZE, 0);
corner11.set(0, C.ROOM_SIZE, 6);
corner01.set(0, 0, 6);
normal.set(1, 0, 0);
line0001.setNormalDirection(auxVector2.set(1, 0).angle());
meshBuilder.rect(corner00, corner10, corner11, corner01, normal);
Model levelModel = modelBuilder.end();
levelModelInstance = new ModelInstance(levelModel);


This part occurs only once upon loading the level. The bullet holes are supposed to appear in-game.







java 3d libgdx textures






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Nov 22 '18 at 8:46







Gad Wissberg

















asked Nov 22 '18 at 7:36









Gad WissbergGad Wissberg

8128




8128













  • Please provide the relevant part of your code. Add a Minimal, Complete, and Verifiable example including proper example input/output data.

    – Bsquare ℬℬ
    Nov 22 '18 at 8:32











  • Added a relevant piece of code.

    – Gad Wissberg
    Nov 22 '18 at 9:08











  • you should either rebake the texture or use sprites for it

    – Hllink
    Nov 22 '18 at 18:03



















  • Please provide the relevant part of your code. Add a Minimal, Complete, and Verifiable example including proper example input/output data.

    – Bsquare ℬℬ
    Nov 22 '18 at 8:32











  • Added a relevant piece of code.

    – Gad Wissberg
    Nov 22 '18 at 9:08











  • you should either rebake the texture or use sprites for it

    – Hllink
    Nov 22 '18 at 18:03

















Please provide the relevant part of your code. Add a Minimal, Complete, and Verifiable example including proper example input/output data.

– Bsquare ℬℬ
Nov 22 '18 at 8:32





Please provide the relevant part of your code. Add a Minimal, Complete, and Verifiable example including proper example input/output data.

– Bsquare ℬℬ
Nov 22 '18 at 8:32













Added a relevant piece of code.

– Gad Wissberg
Nov 22 '18 at 9:08





Added a relevant piece of code.

– Gad Wissberg
Nov 22 '18 at 9:08













you should either rebake the texture or use sprites for it

– Hllink
Nov 22 '18 at 18:03





you should either rebake the texture or use sprites for it

– Hllink
Nov 22 '18 at 18:03












0






active

oldest

votes











Your Answer






StackExchange.ifUsing("editor", function () {
StackExchange.using("externalEditor", function () {
StackExchange.using("snippets", function () {
StackExchange.snippets.init();
});
});
}, "code-snippets");

StackExchange.ready(function() {
var channelOptions = {
tags: "".split(" "),
id: "1"
};
initTagRenderer("".split(" "), "".split(" "), channelOptions);

StackExchange.using("externalEditor", function() {
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled) {
StackExchange.using("snippets", function() {
createEditor();
});
}
else {
createEditor();
}
});

function createEditor() {
StackExchange.prepareEditor({
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: true,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: 10,
bindNavPrevention: true,
postfix: "",
imageUploader: {
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
},
onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
});


}
});














draft saved

draft discarded


















StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53425953%2fadding-textures-effectively-in-3d-game-using-libgdx%23new-answer', 'question_page');
}
);

Post as a guest















Required, but never shown

























0






active

oldest

votes








0






active

oldest

votes









active

oldest

votes






active

oldest

votes
















draft saved

draft discarded




















































Thanks for contributing an answer to Stack Overflow!


  • Please be sure to answer the question. Provide details and share your research!

But avoid



  • Asking for help, clarification, or responding to other answers.

  • Making statements based on opinion; back them up with references or personal experience.


To learn more, see our tips on writing great answers.




draft saved


draft discarded














StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53425953%2fadding-textures-effectively-in-3d-game-using-libgdx%23new-answer', 'question_page');
}
);

Post as a guest















Required, but never shown





















































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown

































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown







Popular posts from this blog

Can a sorcerer learn a 5th-level spell early by creating spell slots using the Font of Magic feature?

Does disintegrating a polymorphed enemy still kill it after the 2018 errata?

A Topological Invariant for $pi_3(U(n))$