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The Art of Texturing Using The OpenGL Shading Language

By Jerome Guinot aka 'JeGX' - jegx [at] ozone3d (dot) net

Initial draft: April 15, 2006


[ Index ]

Introduction | Page 2 | Page 3 | Page 4 | Page 5 | Page 6 | Page 7 | Page 8 | Conclusion



9 - Conclusion

This article has barely tackled the actual possibilities regarding real-time texturing. Mastering the multitexturing and texture coordinates techniques is key issue for texture-based effects.

With the generalization of programmable shaders, textures should no longer be seen as images containing color but as buffers containing information. The interpretation of this information depends on the use of the texture: color data, normal vectors, various mathematic data (floating point texture containing for each texel, for example, the square root of each point XY of the unit disc).

Programmable shaders increase texturing power and flexibility. Before the shaders, only texture combiners could make it possible to initialize some effects. Now, almost all combinations are possible in a simple manner. So now guys, unleash your pixels!



10 - Further Reading


11 - Downloads


The accompanying Demoniak3D projects
Update: April 15, 2006

*** These source codes require Demoniak3D to work properly.
Demoniak3D is available here: [:: Demoniak3D Demo-System ::].





[ Index ]

Introduction | Page 2 | Page 3 | Page 4 | Page 5 | Page 6 | Page 7 | Page 8 | Conclusion







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