Archive for October, 2011
Unity3D: Using textures larger than 4096×4096
Posted by Dimitri | Filed under Featured, Programming
This post explains how to assign images larger than 4096×4096 px as textures in Unity. This image size is the maximum supported dimension for a texture in that game engine, however Unity allows us to write our own custom shaders that can use four images as textures, instead of just one.
Therefore, this post shows how to create a simple diffuse shader that takes four images to compose a single texture. That way, a 8192×8192 image can be used as a texture by breaking it into four 4096×4096 pieces, thus respecting the engine’s image size limit.
Continue reading: “Unity3D: Using textures larger than 4096×4096”
Android: Bitmap to Integer array
Posted by Dimitri | Filed under Programming
As stated in the title, this post explains how to generate an Integer pixel array from a Bitmap object, that will hold the color information from each pixel of the image. This post also explains the opposite: creating a Bitmap object from an Integer array. This can be useful when one needs to apply effects to Bitmap instances. As usual, an example Eclipse project is available for download at the end of this post. It works both on the emulator and on physical devices running Android 2.0.
So, let’s get to the code. Putting it in a simplified manner, the below Activity decodes a PNG image into a Bitmap object, then, an array is created with the same number of pixels as the image. After that, a method from the Bitmap instance puts the pixel color information in the array. Continue reading: “Android: Bitmap to Integer array”

