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 |
|
Use anisotropic texture filtering |
|
Load and use compressed textures |
|
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 ...
Get OpenGL® SuperBible, Third Edition now with the O’Reilly learning platform.
O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.