Texturematerial (texture: texture2dbase = NULL, smooth: Boolean = true, repeat: Boolean = false, mipmap: Boolean = true) // texture, smooth, repeated, enable mipmap texture creates a new texturematerial.
1. Texture
A commonly used technology in 3D computer graphics Paster rendering is calledMipmapping. To speed up rend
By ho minggui (http://blog.csdn.net/hmg25)Reprinted please indicate the source
The previous examples are solid 3D models. Today, we began to attach the gorgeous textures to these models to make them look closer to the real objects we remember.
Function startup
To use textures, we need to turn on some OpenGL switches to start some of the features we need:
gl.glEnable(GL10.GL_TEXTURE_2D);
. This call is indispensable. If you do not enable this function, you cannot map the image to a polygon.
Extracting texture feature source by gray-scale symbiosis matrix%**************************************************************************% image retrieval--texture features% based on Symbiosis matrix texture feature extraction, d=1,θ=0°,45°,90°,135° a total of four matrices% image grayscale level is 256% reference "image retrieval based on color space and
Tags: SDL OpenGL direct3d texture function call
The previous article analyzed the texture creation function sdl_createtexture () of SDL (). This article continues to analyze the source code of SDL. This article analyzes the sdl_updatetexture () function of SDL to update texture data ().
The code process for playing a video by using SDL is as follows.
Initializa
OpenGL ES learning notes (3)-texture and es learning notes
First, I declare that this article is the author's note on learning OpenGL ES Application Development Practice Guide (Android volume). The Code involved is from the original book. If necessary, go to the Source Code address specified in the original book to download.
OpenGL ES Study Notes (2) -- smooth coloring, adaptive width and height, and 3D image generation: Smooth coloring and adaptive
OpenGL cubic Map
CopyrightNVIDIA Corporation, 1999.
Specified cial publication in written, electronic, or other forms without expressed written permission is prohibited.
Electronic redistribution for educational or private use is permitted.
SummaryThis tutorial explains the purpose of hardware cube textures. Cube maps can be used for Environment Maps, stable specular highlights, and bump maps for Pixel-by-pixel illumination ). Programmers can download the instance code and learn about OpenGL.
Ex
SDL2 source code analysis 5: Update texture (SDL_UpdateTexture ()),
The previous article analyzed the texture creation function SDL_CreateTexture () of SDL (). This article continues to analyze the source code of SDL. This article analyzes the SDL_UpdateTexture () function of SDL to update texture data ().
The code process for playing a video by using SDL is as
This lesson will teach you how to use three different texture filtering methods. It also teaches you how to use a keyboard to move objects in a scenario and how to use simple light in an OpenGL scenario. This course contains a lot of content. If you have any questions about the previous course, first review it. Before entering the code below, it is very important to have a good understanding of the basic knowledge.We still modify the code in Lesson 1.
I. Introduction to Texture projection ing
Projection texture ing is used to map a texture to an object, just like projection a slide onto a wall.
Projection texture ing is often used in some shadow algorithms and volume rendering algorithms. Strictly speaking, the projection textur
In the previous example, we either directly assign a color value to the vertex, or set the diffuse and specular coefficients in the vertex attribute to calculate the surface color of the Object Based on illumination parameters, however, the color will be much less realistic. If we map an image directly to the triangle surface to obtain the surface color value of the object, the effect will be much better, such as the two images below, the picture on the right maps an image to two triangles.
1. Create a texture imageOpenGL requires that the texture height and width must both be the Npower of 2. This texture image is valid only when this condition is met. Once the pixel value is obtained, we can pass the data to OpenGL to generate a texture map for OpenGL:Glgentextures (1, @
1. Texture Control.
Sprite *pSprite = Sprite::create("background.png");TexParams params = {GL_NEAREST,GL_NEAREST,GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE};pSprite->getTexture()->setTexParameters(params);
The most important function above is settexparameters (), which controls how the texture of a texture image maps to the pixels on the Screen Based on cctexparameters.
I. texture filtering:
When the polygon in a 3D space changes to a set of pixels on a two-dimensional screen through coordinate transformation, projection, raster, and other processes, each pixel needs to be sampled in the corresponding texture image, this process is called texture filtering.
Ii. texture filtering is ge
Details about the Texturing texture of OpenGL ES 3.0 (2), opengltexturing
Texture Filtering and Mipmapping Texture Filtering and multi-level Texture
We have already introduced the 2D texture of a single 2D image. This article mainly describes multi-level textures.
Note: The article is translated from http://wgld.org/, the original author Sambonja 広 (Doxas)
The effect of this demo
Lufy: First wordy a few words, really good years did not write a blog, after the work to re-contact HTML5 development, although not as strong as before the desire to write the article, but looked at the previous WebGL tutorial only translated a half, so good tutorial, so broken more also really pity, So I'll try to take some time to fill in this part of the article.
attributes
OpenglES2.0 for Android: Further discussion on texture mapping prefaceIn the previous section we implemented a simple texture mapping example-a simple map, this section we do some slightly more complicated examples, and finally give us a texture in front of the cube.Texture stretchingRepeat stretch modeThis is a frequently used
Author: Shen Chen
In this article, I will introduce how to improve the texture ing quality. Including MIP map, bilinear filtering, and tri-linear filtering.
When a polygon changes from near to far or from far to near, the area projected to the screen will also grow from large to small. In this way, a screen pixel corresponds to multiple points on the polygon or multiple pixels on the screen correspond to a point on the polygon. If the polygon is attac
Based on the 9th article, this paper adds texture mapping function to the cube.
Texture Mapping
Texture Mapping in OpenGL is a fairly straightforward concept. Every texture is no but an image of some sort. Texture mapping is basically applying a
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