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OpenGL SuperBible: Comprehensive Tutorial and Reference, Fifth Edition by Jr. Richard S. Wright, Benjamin Lipchak, Graham Sellers, Nicholas Haemel

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Chapter 5Basic Texturing

by Richard S. Wright, Jr.

What You’ll Learn in this Chapter:

Image

Up until now, you have been rendering with points, lines, and triangles, and you’ve seen how you can shade their surfaces by calculating color values and interpolating between them to simulate lighting effects. This is all well and good, and there are a substantial number of 3D application market segments where this is all that is required. A tremendous shortcut to greater realism, however, is texture mapping. A texture is simply image data that can be applied to a triangle in your scene, filling in the solid areas with filtered texels (the texture-based equivalent ...

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