Module 8 - Textures, Mipmapping, and Specular Maps - Module Overview
../../private/images/8/header.jpg
../../private/images/8/header2.jpg
../../private/images/8/header3.jpg
×
1.) Introduction to Computer Graphics | C++ and Images
2.) SDL Based Graphics Applications
3.) Understanding OpenGL API, Buffers, Shaders, and a first triangle
4.) Color Attributes and Linear Algebra (Vectors)
5.) Matrices, Rotation, and Camera
6.) Meshes, OBJ, and Mesh Representation
7.) Basic Lighting, Point, Lights, and Multiple Lights

Audio/Video Recording

...

Readings/Warmup (Do before class)


...Commented Code Samples (if any)

For now I am linking code samples here: Github Code Repository for the course
...

Additional Resources


Slides


(Graded) In-Class Activity link

  • In-Class Activity Link
    • This is graded, and only your first response is graded
    • This is an evaluation of what was learned in lecture.
    • Due one week from when the lecture takes place

Module Content

Module Overview

In this module we learn about textures!


Module Outline

  • Lecture outline
    • Textures are Uniforms (accessed as sampler2D in fragment shader)
    • Texture Sampling
    • Mipmapping
    • Specular Map

Commentary

Prev
(Optional Notes)

None given, consider this a 'beta' product for common questions I may revise later.

Please do not redistribute or host any materials without e-mailing me first. I generally am happy to share the latest .pdf or slide presentation with those who ask. Thank you for your time!