Graphics Reference
In-Depth Information
Chapter 9
Texturing
Now that we have covered vertex shaders in detail, you should be familiar
with all of the gritty details of transforming vertices and preparing
primitives for rendering. The next step in the pipeline is the fragment
shader, where much of the visual magic of OpenGL ES 3.0 occurs.
A central aspect of fragment shaders is the application of textures to
surfaces. This chapter covers all the details of creating, loading, and
applying textures:
• Texturing basics
• Loading textures and mipmapping
• Texture filtering and wrapping
• Texture level-of-detail, swizzles, and depth comparison
• Texture formats
• Using textures in the fragment shader
• Texture subimage specification
• Copying texture data from the framebuffer
• Compressed textures
• Sampler objects
• Immutable textures
• Pixel unpack buffer objects
 
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