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OpenGL® Programming Guide: The Official Guide to Learning OpenGL®, Version 4.5 with SPIR-V, Ninth Edition by Dave Shreiner, Graham Sellers, John Kessenich

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Chapter 6. Textures and Framebuffers

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.

• Create and use framebuffer objects to draw directly into textures.

The goal of computer graphics, generally speaking, is to ...

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