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Real-Time 3D Graphics with WebGL 2 - Second Edition

You're reading from  Real-Time 3D Graphics with WebGL 2 - Second Edition

Product type Book
Published in Oct 2018
Publisher Packt
ISBN-13 9781788629690
Pages 500 pages
Edition 2nd Edition
Languages
Authors (2):
Farhad Ghayour Farhad Ghayour
Profile icon Farhad Ghayour
Diego Cantor Diego Cantor
Profile icon Diego Cantor
View More author details
Toc

Table of Contents (14) Chapters close

Preface 1. Getting Started 2. Rendering 3. Lights 4. Cameras 5. Animations 6. Colors, Depth Testing, and Alpha Blending 7. Textures 8. Picking 9. Putting It All Together 10. Advanced Techniques 11. WebGL 2 Highlights 12. Journey Ahead 13. Other Books You May Enjoy

Texture Wrapping

In the previous section, we used texParameteri to set the filter mode for textures but, as you might expect from the generic function name, that's not all it can do. Another texture behavior that we can manipulate is the texture wrapping mode.

Texture wrapping describes the behavior of the sampler when the texture coordinates fall outside the range of 0 and 1.

The wrapping mode can be set independently for both the S and T coordinates, so changing the wrapping mode typically takes two calls:

gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);

Here, we're setting both the S and T wrapping modes for the currently bound texture to CLAMP_TO_EDGE, the effects of which we will see in a moment.

As with texture filters, it's easiest to demonstrate the effects of the...

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