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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 7More Advanced Texture Topics

by Richard S. Wright, Jr. and Graham Sellers

What You’ll Learn in this Chapter:

• 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 ...

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