ABSTRACT

Many computer graphics applications involve textures: images applied to surfaces of geometric shapes in three-dimensional scenes. This chapter includes all the theoretical and practical information necessary to use textures in three-dimensional scenes, including creating a texture class that handles uploading pixel data to the graphics processing unit (GPU), assigning UV coordinates to geometric objects, associating textures to uniform variables, and sampling pixel data from a texture in a shader. Advanced texture-related functionality is implemented, including procedurally generating textures, displaying sprite sheet animations, rendering scenes to textures, and applying postprocessing effects such as pixelation and vignette shading.