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TEXTURES & OTHER GOODIES TEXTURES & OTHER GOODIES

TEXTURES & OTHER GOODIES - PowerPoint Presentation

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Uploaded On 2016-04-28

TEXTURES & OTHER GOODIES - PPT Presentation

Computer Graphics glTexCoord2f glTexCoord2f 00 10 11 01 glTexCoord2f 00 120 1212 012 glGenTextures 1 amp texname ID: 297319

gltexcoord2f texture texturing zip texture gltexcoord2f zip texturing glvertex3f image glnormal3f textures gltexparameteri file download skybox maps replace env

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Slide1

TEXTURES & OTHER GOODIES

Computer GraphicsSlide2

glTexCoord2f(...);

+

=Slide3

glTexCoord2f(...);

+

(0,0)

(1,0)

(1,1)

(0,1)

=Slide4

glTexCoord2f(...);

+

(0,0)

(1/2,0)

(1/2,1/2)

(0,1/2)

=Slide5

glGenTextures(1, &

texname); // Generate texture namesglPixelStorei

(GL_UNPACK_ALIGNMENT, 1);

// Set pixel storage modes

glBindTexture

(GL_TEXTURE_2D,

texname); // Bind a texture to a texturing target// Build a 2D mipmap - builds a series of pre-filtered 2D texture maps of decreasing resolutionsgluBuild2DMipmaps(GL_TEXTURE_2D, 4, GL_RGBA, GL_UNSIGNED_BYTE, image->

getPixels() );// Set texture parametersglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

// Use GL_MODULATE for standard texturing

// GL_DECAL for unlightedness// GL_BLEND for interaction with a background color using the alpha channel of image// GL_REPLACE to completely disregard lighting and replace it with actual colors from the texture imageglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

All this done for you!Slide6

glBindTexture(GL_TEXTURE_2D, tex1);

// tex1 is the identifier for the image you are trying to map on a quadglBegin(GL_POLYGON);

glTexCoord2f(0.0, 0.0);

glVertex3f(-5, -5, 4);

glNormal3f(0, 0, 1);

glTexCoord2f(1.0, 0.0); glVertex3f(5, -5, 4); glNormal3f(0, 0, 1);glTexCoord2f(1.0, 1.0); glVertex3f(5, 5, 4); glNormal3f(0, 0, 1);glTexCoord2f(0.0, 1.0); glVertex3f(-5, 5, 4); glNormal3f(0, 0, 1);glEnd();Slide7

(0, 0)

(1, 0)

(1, 1)

(0, 1)

+

(-5, -5, 4)

(5, -5, 4)

(5, 5, 4)

(-5, 5, 4)

World coordinates

Texture coordinates

=Slide8
Slide9

TEXTURING EXAMPLESSimple image loaderTexturing exampleSlide10

Advance Texturing TechniquesMaking things look wicked awesome!!!Slide11

LIGHTMAPS

+

=Slide12
Slide13

BUMPMAPSSlide14

Normal Maps

+

=Slide15

Displacement MapsSlide16

TERRAINS: SKYBOXSlide17
Slide18
Slide19

ASSIGNMENTDownload ‘PlanetTextures’ zip fileContains textures for various planetsDownload ‘texturesOnQuadObjects’ zip fileShows how to do texturing on various quadratic objectsNow, add textures to your planets to make it look more realisticDownload ‘skyboxTextures’ zip file

Now, put your solar system in a skyboxInsulate translations and scaling on the skybox. Only allow rotations. Why?Slide20

ADDITIONAL GOODIESNormalVector.zipCalculates normal vector, given three verticesOpenGLFontRender.zipWrite text using OpenGL fontsSimpleImageLoader.zipSimple illustration for loading textures

TexturingExample.zipVarious things you can do with texture mapping