OpenGL Cube Map Texturing
Copyright NVIDIA Corporation, 1999.
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Abstract
This web tutorial explains the motivation and purpose of hardware cube mapping. Examples of cube map textured scenes are shown demonstrating environment mapping, stable specular highlights, and "bump map" like per-pixel lighting effects. For programmers, OpenGL's multi-vendor EXT_texture_cube_map extension is described with links to working sample code.
此Web指南用于解释硬件CubeMapping的需求(动机和意图)。例子中的CubeMap贴图场景示范了环境贴图的过程,稳定的镜面高光,以及像逐像素效果的“Bump map”。OpenGL中的EXT_texture_cube_map提供了对例子编译的支持。
Introduction
Hardware accelerated texture mapping is very common today. What once was reserved for only high-end workstations and flight simulators is now a standard feature in today's inexpensive PCs and home video games. The idea is simple. Locations on a flat 2D image (the texture map) are attached to vertices of a 3D model. When the 3D model is rendered, the texture image is "wallpapered" onto the geometry of the 3D model. When the 3D model animates or changes shape, the texture image stays stuck to the model. Here is an example:
硬件加速纹理贴图在今天已非常普遍。曾经只有高端工作站和飞行模拟器的特定性能在今日普通PC和家庭VideoGame已是标准特性。这思想很简单。找出被贴到3D模型每个顶点上的平面的2D图元(贴图),当3D模型被渲染,纹理图元被“墙纸”一样贴在3D模型上。当3D模型动画变化或被改变形状,纹理图元仍然保持在模型上。
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