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OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3, Eighth Edition
book

OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3, Eighth Edition

by Dave Shreiner, Graham Sellers, John M. Kessenich, Bill M. Licea-Kane
March 2013
Intermediate to advanced content levelIntermediate to advanced
984 pages
26h 18m
English
Addison-Wesley Professional
Content preview from OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3, Eighth Edition

Chapter 6. Textures

Chapter Objectives

After reading this chapter, you’ll be able to do the following:

• Understand what texture mapping can add to your scene.

• Supply texture images in compressed and uncompressed formats.

• Control how a texture image is filtered as it is applied to a fragment.

• Create and manage texture images in texture objects.

• Supply texture coordinates describing what part of the texture image should be mapped onto objects in your scene.

• Perform complex texture operations using multiple textures in a single shader.

• Specify textures to be used for processing point sprites.

The goal of computer graphics, generally speaking, is to determine the colors that make up each part of an image. While it is possible to calculate ...

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Publisher Resources

ISBN: 9780132748445Purchase bookOther