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OpenGL 4.0 Shading Language Cookbook

You're reading from   OpenGL 4.0 Shading Language Cookbook With over 60 recipes, this Cookbook will teach you both the elementary and finer points of the OpenGL Shading Language, and get you familiar with the specific features of GLSL 4.0. A totally practical, hands-on guide.

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Product type Paperback
Published in Jul 2011
Publisher Packt
ISBN-13 9781849514767
Length 340 pages
Edition 1st Edition
Tools
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Toc

Table of Contents (16) Chapters Close

OpenGL 4.0 Shading Language Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started with GLSL 4.0 FREE CHAPTER 2. The Basics of GLSL Shaders 3. Lighting, Shading Effects, and Optimizations 4. Using Textures 5. Image Processing and Screen Space Techniques 6. Using Geometry and Tessellation Shaders 7. Shadows 8. Using Noise in Shaders 9. Animation and Particles Index

Rendering to a texture


Sometimes it makes sense to generate textures "on the fly" during the execution of the program. The texture could be a pattern that is generated from some internal algorithm (a so-called procedural texture), or it could be that the texture is meant to represent another portion of the scene. An example of the latter case might be a video screen where one can see another part of the "world", perhaps via a security camera in another room. The video screen could be constantly updated as objects move around in the other room, by re-rendering the view from the security camera to the texture that is applied to the video screen!

In the following image, the texture appearing on the cube was generated by rendering a teapot to an internal texture and then applying that texture to the faces of the cube.

In recent versions of OpenGL, rendering directly to textures has been greatly simplified with the introduction of framebuffer objects (FBOs). We can create a separate rendering target...

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