Chapter 9. Texturing

Now that we have covered vertex shaders in detail, you should be familiar with all of the gritty details of transforming vertices and preparing primitives for rendering. The next step in the pipeline is the fragment shader, where much of the visual magic of OpenGL ES 3.0 occurs. A central aspect of fragment shaders is the application of textures to surfaces. This chapter covers all the details of creating, loading, and applying textures:

• Texturing basics

• Loading textures and mipmapping

• Texture filtering and wrapping

• Texture level-of-detail, swizzles, and depth comparison

• Texture formats

• Using textures in the fragment shader

• Texture subimage specification

• Copying texture data from the framebuffer

• Compressed ...

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