Game Development Reference
In-Depth Information
Applying Textures
In Chapter 3 , Loading the Game Scene , we saw that our scene did not look very realistic.
The reason was the use of one solid color on all the polygons of the object. Remember
that we apply textures to surfaces to achieve the desired look and feel. This chapter
covers the following topics on how to create, load, and apply textures to your scene:
• Texturing basics
• Loading textures and using them in fragment shaders
• Texture filtering and wrapping
Loading objects exported from Blender
Mipmapping
Cubemap textures
Texturing basics
There are mainly three types of textures: 2D textures (most common), Cubemap
textures, and 3D textures. 3D textures are rarely used in gaming applications and
are mostly used in volumetric effects such as light rays and realistic fog. We will not
discuss 3D textures in this topic as they are mostly procedural. To explain better, there
is some software that can help you create or modify textures. Some of this software,
such as PixPlant ( http://www.pixplant.com/ ), is young and still evolving.
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