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OpenGL SuperBible: Comprehensive Tutorial and Reference, Fourth Edition by Nicholas Haemel, Benjamin Lipchak, Richard S. Wright

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Chapter 8. Texture Mapping: The Basics

by Richard S. Wright Jr.

WHAT YOU’LL LEARN IN THIS CHAPTER:

Image

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 and 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. When we apply image data to a geometric primitive, we call this a texture or texture map. Figure 8.1 shows the dramatic difference that can be achieved ...

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