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Chapter 9. Texturing

Chapter 9. Texturing

Now that we have covered vertex shaders in detail, you should be familiar with all of the gritty details in 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 2.0 occurs. Programmable fragment shaders are fundamental in producing effects that include texturing, per-pixel lighting, and shadows. A fundamental aspect of fragment shaders is the application of textures to surfaces. This chapter covers all of the details of creating, loading, and applying textures:

  • Texturing basics.

  • Loading textures and mipmapping.

  • Texture filtering and wrapping.

  • Using textures in the fragment shader.

  • Texture subimage specification.

  • Copying texture data from the color buffer.

  • Optional texturing extensions.


  

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