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Core Techniques and Algorithms in Game Programming
book

Core Techniques and Algorithms in Game Programming

by Daniel Sánchez-Crespo Dalmau
September 2003
Intermediate to advanced
888 pages
19h 38m
English
New Riders
Content preview from Core Techniques and Algorithms in Game Programming

Chapter 18. Texture Mapping

 

“We are living in a material world, and I am a material girl.”

 
 --Madonna, Material Girl

KEY TOPICS

  • Types of Textures

  • Tiling and Decals

  • Filtering

  • Mipmapping

  • Texture Optimization

  • Multipass Techniques

  • Multitexture

  • Texture Arithmetic and Combination

  • Detail Textures

  • Environment Mapping

  • Bump Mapping

  • Gloss Mapping

  • In Closing

Most end users believe top-class games use very detailed geometry to render the lush scenarios and characters seen onscreen. Although sometimes that's actually true, there are other, more powerful weapons in the game developer's toolbox. Geometry has a very high cost, and most of the time the same amount of detail can be supplied not by means of more vertices, but with clever use of materials and textures. Sharp, crisp ...

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Publisher Resources

ISBN: 0131020099Purchase book