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Lights, Camera, Action!

  • Harrison Kinsley
  • Will McGugan

Abstract

In  Chapters 8 and  9, you learned how to manipulate 3D information and use OpenGL to display simple models. In this chapter we will cover how to work with images to create more visually appealing scenes. We will also discuss how to read a 3D model from a file, which is an important step in creating a polished game.

Keywords

Texture Component Texture Parameter Face Group Video Memory Texture Edge 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

Supplementary material

978-1-4842-0970-7_11_MOESM1_ESM.zip (1 mb)
9781484209714_Chapter_11 (zip 1075 kb)

Copyright information

© Harrison Kinsley and Will McGugan 2015

Authors and Affiliations

  • Harrison Kinsley
    • 1
  • Will McGugan
    • 1
  1. 1.TexasUSA

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