GeeXLab
Current version: 0.45.1
>GeeXLab homepage

FurMark
Current version: 1.30.0
>FurMark homepage

GPU Caps Viewer
Current version: 1.55.0.0
>GPU Caps Viewer homepage

GPU Shark
Current version: 0.26.0.0
>GPU Shark homepage


Blogs
>JeGX's HackLab

Geeks3D's Articles
>GPU Memory Speed Demystified

>Multi-Threading Programming Resources

>GeForce and Radeon OpenCL Overview

>How to Get your Multi-core CPU Busy at 100%

>How To Make a VGA Dummy Plug

>Night Vision Post Processing Filter

PhysX FluidMark
Current version: 1.5.4
>FluidMark homepage

TessMark
Current version: 0.3.0
>TessMark homepage

ShaderToyMark
Current version: 0.3.0
>ShaderToyMark homepage
>ShaderToyMark Scores

Demoniak3D
Current Version: 1.23.0
>Demoniak3D
>Download
>Libraries and Plugins
>Demos
>Online Help - Reference Guide
>Codes Samples
 
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





GeeXLab demos


GLSL - Mesh exploder


PhysX 3 cloth demo


Normal visualizer with GS


Compute Shaders test on Radeon


Raymarching in GLSL



Misc
>Texture DataPack #1
>Asus Silent Knight CPU Cooler
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