OpenGL ES3.0 《学习笔记 九》 Texturing

这篇博客详细介绍了OpenGL ES3.0中的纹理技术,包括2D、2D数组、3D纹理和立方体贴图的基本概念;加载纹理和使用mipmapping;过滤和包裹方式;纹理的细节级别、swizzles和深度比较;纹理格式;在片段着色器中使用纹理;纹理子图像指定;从帧缓冲复制纹理数据;压缩纹理;采样器对象;不可变纹理以及像素解包缓冲对象的应用。

本章介绍内容包括:

• Texturing basics
• Loading textures and mipmapping
• Texture filtering and wrapping
• Texture level-of-detail, swizzles, and depth comparison
• Texture formats
• Using textures in the fragment shader
• Texture subimage specification
• Copying texture data from the framebuffer
• Compressed textures
• Sampler objects
• Immutable textures
• Pixel unpack buffer objects


Texturing Basics
2D textures

2D texture arrays

3D textures

cubemap textures

(1)2D textures



(2)cubemap textures

At its most basic, a cubemap is a texture made up of six individual 2D texture faces. 


(3)3D textures

3D textures can be thought of as an array of multiple slices of 2D textures. 



(4)2D texture arrays

The 2D texture array is very similar to a 3D texture, but is used for a different purpose. For example, 2D texture arrays are often used to store an animation of a 2D image. Each slice of the array represents one frame of the texture animation. 


Texture Objects and Loading Textu

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