Chapter 8. Texture Mapping: The Basics
by Richard S. Wright, Jr.
WHAT YOU'LL LEARN IN THIS CHAPTER
How To | Functions You'll Use |
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Load texture images |
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Map textures to geometry |
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Change the texture environment |
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Set texture mapping parameters |
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Generate mipmaps |
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Manage multiple textures |
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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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