CST 325 - Module 5

 Week 5,

This week's module has much to do with using textures, frame buffers, blending, and transparency. Starting off with texturing, we define a texture coordinate, commonly from 0 to 1, where the fragment location is compared to the texture we set up, and we set the color. Oftentimes, the texture size doesn’t match up with the pixel space on the screen, requiring us to implement magnification/minification. Textures can also be transformed, and when doing so, we define how it is wrapped. Commonly, the texture would be repeated, clamped to the edge, or even repeated. However, this alone often doesn’t look good when viewing an object with a texture at an angle. This is where we use point sampling, bilinear filtering, mip-mapping, anisotropy, or different combinations.


A frame buffer contains information on a per pixel level. However, we can utilize different buffers with it. For example, double buffering allows us to use a back buffer, which is what does the drawing, and stores pixel information. Then we send the finished product to the front buffer, which is what is used to display the information to the screen. We also went over other tests that can be used to reject pixels, we are already familiar with the depth test, however, there is also an alpha test, stencil test, scissor test, and more. Alpha blending allows us to add transparency to our objects, by blending the transparent portion with the object behind it. However, this may not always work, so we use this with the painter’s algorithm.


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