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Mastering SFML Game Development

You're reading from   Mastering SFML Game Development Inject new life and light into your old SFML projects by advancing to the next level.

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Product type Paperback
Published in Jan 2017
Publisher Packt
ISBN-13 9781786469885
Length 442 pages
Edition 1st Edition
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Author (1):
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Raimondas Pupius Raimondas Pupius
Author Profile Icon Raimondas Pupius
Raimondas Pupius
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Table of Contents (11) Chapters Close

Preface 1. Under the Hood - Setting up the Backend FREE CHAPTER 2. Its Game Time! - Designing the Project 3. Make It Rain! - Building a Particle System 4. Have Thy Gear Ready - Building Game Tools 5. Filling the Tool Belt - a few More Gadgets 6. Adding Some Finishing Touches - Using Shaders 7. One Step Forward, One Level Down - OpenGL Basics 8. Let There Be Light - An Introduction to Advanced Lighting 9. The Speed of Dark - Lighting and Shadows 10. A Chapter You Shouldnt Skip - Final Optimizations

Using textures


A basic, white triangle is not very exciting to look at. The next obvious improvement to make to our code is making textures available to the fragment shader, so that they can be sampled and applied to our geometry. Unfortunately, OpenGL does not provide a way of actually loading image data, especially since there are so many different formats to keep up with. For that, we are going to use one of our resources listed at the beginning of this chapter, the STB image loader. It is a small, single header C library, used to load image data into a buffer that can later be used by OpenGL, or any other library for that matter.

The texture class

Remember the remark that everything is going to get much easier at this point? It is true. Let us breeze through the texturing process, starting with a class definition for a texture object:

class GL_Texture { 
public: 
  GL_Texture(const std::string& l_fileName); 
  ~GL_Texture(); 
 
  void Bind(unsigned int l_unit); 
private: 
  GLuint m_texture...
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