Mipmaps are smaller copies of your texture that have been sized down and filtered in advance. GlTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) Īs you've seen, there is another way to filter textures: mipmaps. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) These two cases are identified by the keywords GL_TEXTURE_MIN_FILTER and GL_TEXTURE_MAG_FILTER. You can specify which kind of interpolation should be used for two separate cases: scaling the image down and scaling the image up. Nearest neighbour interpolation is more suited in games that want to mimic 8 bit graphics, because of the pixelated look. While linear interpolation gives a smoother result, it isn't always the most ideal option. The original image is 16 times smaller than the rectangle it was rasterized on. GL_NEAREST_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, GL_LINEAR_MIPMAP_LINEAR: Sample from mipmaps instead.īefore discussing mipmaps, let's first see the difference between nearest and linear interpolation.GL_LINEAR: Returns the weighted average of the 4 pixels surrounding the given coordinates.GL_NEAREST: Returns the pixel that is closest to the coordinates.This process is called filtering and the following methods are available: OpenGL offers various methods to decide on the sampled color when this happens. This happens when a texture image is stretched beyond its original size or when it's sized down. Since texture coordinates are resolution independent, they won't always match a pixel exactly. This operation will set the border color to red. GlTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, color) If you use GL_CLAMP_TO_BORDER and you want to change the border color, you need to change the value of GL_TEXTURE_BORDER_COLOR by passing an RGBA float array: float color =
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GlTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT) Īs before, the i here indicates the type of the value you want to specify. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT) Texture parameter are changed with the glTexParameter* functions as demonstrated here. The wrapping can be set per coordinate, where the equivalent of (x,y,z) in texture coordinates is called (s,t,r). These explanations may still be a bit cryptic and since OpenGL is all about graphics, let's see what all of these cases actually look like:
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The pixels in the texture will be addressed using texture coordinates during drawing operations. Since images are 2D arrays of pixels, it will be bound to the GL_TEXTURE_2D target. Just like other objects, textures have to be bound to apply operations to them.
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This article will pay attention to the use of textures for images, but the principles generally apply to all kinds of textures. An example of another use for textures is storing terrain information. It's possible to have 1D, 2D and even 3D textures, which can be used to store bulk data on the GPU. Textures are typically used for images to decorate 3D models, but in reality they can be used to store many different kinds of data. It shouldn't be a surprise at this point what this function is called. Just like VBOs and VAOs, textures are objects that need to be generated first by calling a function.