Chapter 9. Texture Mapping: Beyond the Basics

by Richard S. Wright, Jr.

WHAT YOU'LL LEARN IN THIS CHAPTER:

How To

Functions You'll Use

Add specular highlights to textured objects

glLightModel, glSecondaryColor

Use anisotropic texture filtering

glTexParameterf

Load and use compressed textures

glCompressedTexImage, glCompressedTexSubImage

Texture mapping is perhaps one of the most exciting features of OpenGL (well, close behind shaders anyway!) and is heavily relied on in the games and simulation industry. In Chapter 8, “Texture Mapping: The Basics,” you learned the basics of loading and applying texture maps to geometry. In this chapter, we expand on this knowledge and cover some of the finer points of texture mapping in OpenGL.

Secondary Color

Applying to ...

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