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OpenGL® SuperBible, Third Edition
book

OpenGL® SuperBible, Third Edition

by Richard S. Wright, Benjamin Lipchak
June 2004
Intermediate to advanced
1200 pages
24h 40m
English
Sams
Content preview from OpenGL® SuperBible, Third Edition

Chapter 8. Texture Mapping: The Basics

by Richard S. Wright, Jr.

WHAT YOU'LL LEARN IN THIS CHAPTER

How To

Functions You'll Use

Load texture images

glTexImage, glTexSubImage

Map textures to geometry

glTexCoord

Change the texture environment

glTexEnv

Set texture mapping parameters

glTexParameter

Generate mipmaps

gluBuildMipmaps

Manage multiple textures

glBindTexture

In the preceding chapter, we covered in detail the groundwork for loading image data into OpenGL. Image data, unless modified by pixel zoom, generally has a one-to-one correspondence between a pixel in an image to a pixel on the screen. In fact, this is where we get the term pixel (picture element). In this chapter, we extend this knowledge further by applying images to three-dimensional primitives. ...

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Publisher Resources

ISBN: 0672326019Purchase book