In this chapter, we will cover the following recipes:
- Applying a 2D texture
- Applying multiple textures
- Using alpha maps to discard pixels
- Using normal maps
- Parallax mapping
- Steep parallax mapping with self shadowing
- Simulating reflection with cube maps
- Simulating refraction with cube maps
- Applying a projected texture
- Rendering to a texture
- Using sampler objects
- Diffuse image-based lighting