Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases now! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
OpenGL ??? Build high performance graphics

You're reading from   OpenGL ??? Build high performance graphics Assimilate the ideas shared in the course to utilize the power of OpenGL to perform a wide variety of tasks.

Arrow left icon
Product type Course
Published in May 2017
Publisher Packt
ISBN-13 9781788296724
Length 982 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Authors (3):
Arrow left icon
Muhammad Mobeen Movania Muhammad Mobeen Movania
Author Profile Icon Muhammad Mobeen Movania
Muhammad Mobeen Movania
Raymond Chun Hing Lo Raymond Chun Hing Lo
Author Profile Icon Raymond Chun Hing Lo
Raymond Chun Hing Lo
William Lo William Lo
Author Profile Icon William Lo
William Lo
Arrow right icon
View More author details
Toc

Chapter 4. Using Textures

In this chapter, we will cover:

  • Applying a 2D texture
  • Applying multiple textures
  • Using alpha maps to discard pixels
  • Using normal maps
  • Simulating reflection with cube maps
  • Simulating refraction with cube maps
  • Applying a projected texture
  • Rendering to a texture
  • Using sampler objects

Introduction

Textures are an important and fundamental aspect of real-time rendering in general, and OpenGL in particular. The use of textures within a shader opens up a huge range of possibilities. Beyond just using textures as sources of color information, they can be used for things like depth information, shading parameters, displacement maps, normal vectors, or other vertex data. The list is virtually endless. Textures are among the most widely used tools for advanced effects in OpenGL programs, and that isn't likely to change anytime soon.

Note

In OpenGL 4, we now have the ability to read and write to memory via buffer textures, shader storage buffer objects, and image textures...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime