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textures [Previous] results 1 to 7 of 10 [Next]

Four Tricks for Fast Blurring in Software and Hardware
Alex Evans
http://www.gamasutra.com/features/20010209/evans_01.htm
A very interesting article on Blurring. It explains the theory, and possible, and unusual, effects obtained in real time. Describes an uncommon usage for mipmapping.
2001-02-13

Decals explained
Nate Miller
http://www.flipcode.com/tutorials/tut_decals.shtml
A short tutorial by Nate Miller, on the flipcode site, that explains how to properly place a decal on existing geometry. With decals you can leave bullet marks on walls, burn marks on the floor from bomb detonations and even have blood splatter all over when you kill monsters.
2000-08-31

Bump-Mapping, Multi-Texturing & Extensions
Jens Schneider
http://nehe.gamedev.net/tutorials/lesson22.asp
A long tutorial on how to control your graphic-accelerator´s multitexture-features; how to do a "fake" Emboss Bump Mapping; basics about multi-pass rendering techniques; how to do matrix-transformations efficiently. By Jens Schneider.
2000-07-14

OpenGL-rendering of Underwater Caustics
Mark Kilgard
http://www.opengl.org/developers/code/mjktips/caustics/
A short tutorial with source code and textures.
2000-06-25

Michael´s OpenGL page
Michael I. Gold
http://www.berkelium.com/OpenGL/
Not exactly a tutorial, actually this link is posted in here because it contains an example of Multitexturing using the ARB extension. Check the Example Code link.
2000-06-16

Getting to know the Q texture coordinate
http://www.r3.nu/~cass/qcoord/
The Q texture coordinate can help you to perform adequate texture mapping. This tutorial includes a demo that shows the effects of texturing with and without the Q coordinate.
2000-06-14

Understanding and Using OpenGL Texture Objects
Richard Wright
http://www.gamasutra.com/features/19990723/opengl_texture_objects_01.htm
An excellent tutorial on texture mapping. Covers a lot of ground showing you how to improve the performance of your application using Texture Objects and priorities. The only glitch is that the reflections used in the example are incorrect. Richard Wright. Gamasutra.
2000-06-06



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