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Hands-On C++ Game Animation Programming

You're reading from  Hands-On C++ Game Animation Programming

Product type Book
Published in Jun 2020
Publisher Packt
ISBN-13 9781800208087
Pages 368 pages
Edition 1st Edition
Languages
Concepts
Author (1):
Gabor Szauer Gabor Szauer
Profile icon Gabor Szauer
Toc

Table of Contents (17) Chapters close

Preface 1. Chapter 1: Creating a Game Window 2. Chapter 2: Implementing Vectors 3. Chapter 3: Implementing Matrices 4. Chapter 4: Implementing Quaternions 5. Chapter 5: Implementing Transforms 6. Chapter 6: Building an Abstract Renderer 7. Chapter 7: Exploring the glTF File Format 8. Chapter 8: Creating Curves, Frames, and Tracks 9. Chapter 9: Implementing Animation Clips 10. Chapter 10: Mesh Skinning 11. Chapter 11: Optimizing the Animation Pipeline 12. Chapter 12: Blending between Animations 13. Chapter 13: Implementing Inverse Kinematics 14. Chapter 14: Using Dual Quaternions for Skinning 15. Chapter 15: Rendering Instanced Crowds 16. Other Books You May Enjoy

Working with textures

All the shaders you will write in this book assume that the diffused color of what is being rendered comes from a texture. Textures will be loaded from .png files. All image loading will be done through stb_image.

Stb is a collection of single-file public domain libraries. We're only going to use the image loader; you can find the entire stb collection on GitHub at https://github.com/nothings/stb.

Adding stb_image

You will be loading textures using stb_image. You can get a copy of the header file from https://github.com/nothings/stb/blob/master/stb_image.h. Add the stb_image.h header file to the project.

Create a new file, stb_image.cpp. This file just needs to declare the stb_image implementation macro and include the header file. It should look like this:

#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"

The Texture class declaration

Create a new file, Texture.h. You will be declaring the Texture class in this file...

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