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

Arranging Texture Data

Suppose you have an external source of texture data—say an image editing program or another component of your application, perhaps written in another language or using another API over which you have no control. It is possible that the texture data is stored using a component order other than red, green, blue, alpha (RGBA). For example, ABGR is fairly common (i.e., RGBA bytes stored in little-endian order), as is ARGB and even RGBx (RGB data packed into a 32-bit word with one byte left unused). OpenGL is quite capable of consuming this data and making it appear as nicely formatted RGBA data to your shader. To do this, we use texture swizzle, which is a mechanism that allows you to rearrange the component order of texture ...

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ISBN: 9780132748445Purchase bookOther