O'Reilly logo

OpenGL® SuperBible, Third Edition by Benjamin Lipchak, Richard S. Wright

Stay ahead with the world's most comprehensive technology and business learning platform.

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, tutorials, and more.

Start Free Trial

No credit card required

Chapter 8. Texture Mapping: The Basics

by Richard S. Wright, Jr.

WHAT YOU'LL LEARN IN THIS CHAPTER

How To

Functions You'll Use

Load texture images

glTexImage, glTexSubImage

Map textures to geometry

glTexCoord

Change the texture environment

glTexEnv

Set texture mapping parameters

glTexParameter

Generate mipmaps

gluBuildMipmaps

Manage multiple textures

glBindTexture

In the preceding chapter, we covered in detail the groundwork for loading image data into OpenGL. Image data, unless modified by pixel zoom, generally has a one-to-one correspondence between a pixel in an image to a pixel on the screen. In fact, this is where we get the term pixel (picture element). In this chapter, we extend this knowledge further by applying images to three-dimensional primitives. ...

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, interactive tutorials, and more.

Start Free Trial

No credit card required