• How to use rectangle textures
• How to use a six-sided texture called a cube map
• How to apply more than one texture simultaneously
• How to create point sprites
• How to make more texture accessible to your shaders with texture arrays
• How to query the driver about texture support with proxies
In Chapter 5, “Basic Texturing,” you first learned the ropes of texture mapping with OpenGL. Primarily we were concerned with the basics: loading a 2D image file, using texture coordinates, the different wrap modes, and so on. Now it’s time to dig a little deeper and expand on that knowledge base. You soon see that texture data can ...