OpenGL® Programming Guide: The Official Guide to Learning OpenGL®, Version 4.5 with SPIR-V, Ninth Edition
by John Kessenich, Graham Sellers, Dave Shreiner
Chapter 8. Procedural Texturing
Chapter Objectives
After reading this chapter, you’ll be able to do the following:
• Texture a surface without using texture lookups; instead, texture a surface using a shader that computes the texture procedurally.
• Antialias a procedurally generated texture.
• Light a surface using a bump map.
• Use noise to modulate shapes and textures to get quite realistic surfaces and shapes.
• Generate your own noise texture map for storing multiple octaves of portable noise.
Generally, this chapter covers using computation in shaders to supply quality versions of what might normally come from large texture maps, complex geometry, or expensive multisampling. However, accessing textures won’t be forbidden. We’ll still occasionally ...
Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Read now
Unlock full access