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July 24 2010
http://developer.download.nvidia.com/opengl/specs/GL_ARB_texture_swizzle.txt
Classic OpenGL texture formats conflate texture storage and interpretation, and assume that textures represent color. In modern applications, a significant quantity of textures don't represent color, but rather data like shadow maps, normal maps, page tables, occlusion data, etc.. For the latter class of data, calling the data "RGBA" is just a convenient mapping of what the data is onto the current model, but isn't an accurate reflection of the reality of the data.The existing texture formats provide an almost orthogonal set of data types, sizes, and number of components, but the mappings of this storage into what the shader or fixed-function pipeline fetches is very much non-orthogonal.
This extension provides a mechanism to swizzle the components of a texture before they are applied according to the texture environment in fixed-function or as they are returned to the shader.
http://developer.download.nvidia.com/opengl/specs/GL_ARB_texture_swizzle.txt
Classic OpenGL texture formats conflate texture storage and interpretation, and assume that textures represent color. In modern applications, a significant quantity of textures don't represent color, but rather data like shadow maps, normal maps, page tables, occlusion data, etc.. For the latter class of data, calling the data "RGBA" is just a convenient mapping of what the data is onto the current model, but isn't an accurate reflection of the reality of the data.The existing texture formats provide an almost orthogonal set of data types, sizes, and number of components, but the mappings of this storage into what the shader or fixed-function pipeline fetches is very much non-orthogonal.
This extension provides a mechanism to swizzle the components of a texture before they are applied according to the texture environment in fixed-function or as they are returned to the shader.
July 12 2010
Bug in GL10.texSubImage2D? - Android Developers | Google Groups
Robert Green writes "You can texImage2D the same 
textureId as many times as you like."Bug in GL10.texSubImage2D? - Android Developers | Google Groups
Robert Green writes "You can texImage2D the same 
textureId as many times as you like."July 05 2010
Advanced Texturing DMS 423 - Class 17
Transformations - translation, rotation, and scaling - can be applied to texture coordinates, similar to how they are applied to geometry.The exact same OpenGL function calls are used. The only difference is that the matrix mode is changed to GL_TEXTURE.
glMatrixMode(GL_TEXTURE)
glTranslatef(0.1, 0.05, 0)
glRotatef(30.0, 0, 0, 1)
glMatrixMode(GL_MODELVIEW)
Setting the matrix mode to GL_TEXTURE means that any subsequent transformation calls will be applied to texture coordinates, rather than vertex coordinates.
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