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Home » Articles & Resources » Programming » Graphics » Texture Mapping
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Texture Mapping

Resources Listed: 28
Texture Mapping
Topic Author Description
2D Bump Mapping
[Added: 7/16/1999]
   
A Texture Mapping Technique
[Added: 7/5/2000]
Joshua Cantrell  General Information about a way to implement perspective projection texture mapping. It may not be standard, but it shows the derivation of the formulae involved. 
A tutorial for 2d and 3d vector and texture mapped graphics
[Added: 7/16/1999]
   
Applying the Texture Mapping Technique
[Added: 7/5/2000]
Joshua Cantrel  General Information about a way to implement texture mapping. This uses the formula derived in the first article and describes a way to put this into code. 
Bilinear Interpolation Of Texture Maps
[Added: 10/19/1999]
Tom Hammersley  Focuses on bilinear filtering, and touches on trilinear filtering and mip-mapping. 
Constant Slope Texture Mapping
[Added: 7/16/1999]
John McCarthy  Documentation and source for a DOS-based texture mapping routine. 
Environment Mapping
[Added: 10/14/1999]
Tom Hammersley  Describes how to make objects in your game reflect the environment around them. 
Free Direction Texture Mapping
[Added: 1/11/2001]
Hannu Helminen  A very introductory texture mapping tutorial. 
Hardware Accelerated Spherical Environment Mapping using Texture Matrices
[Added: 8/16/2000]
Rob Wyatt  The title pretty much sums it up. 
Midpoint Texture Mapping
[Added: 7/16/1999]
  Incomplete article that describes the mid-point filtering method. 
Mip-Mapping in Direct3D
[Added: 11/9/2000]
Johnathan Skinner  This article explains what mip-maps are, how to create them, and how to use them in Direct3D. 
Perspective Corrected Texture Mapping
[Added: 7/16/1999]
   
Perspective Corrected Texture Mapping
[Added: 7/16/1999]
   
Perspective Texture Mapper (source)
[Added: 7/16/1999]
   
Real-Time Procedural Texturing Techniques Using MMX
[Added: 11/18/1999]
Barad, Atkins, Gerlitz & Goehring  This article focuses on procedural texture mapping. This style of texture mapping is used in raycasters and excels in simulating organic textures. Among this, there are a number of other advantages as discussed in the aritcle. 
Refractive Texture Mapping, Part One
[Added: 11/16/2000]
Gustavo Oliveira  Investigates the use of sphere mapping to simulate curved-surface reflections. 
Refractive Texture Mapping, Part Two
[Added: 11/28/2000]
Gustavo Oliveira  Looks at how refractive texture mapping can be implemented to simulate refractions. 
Rendering to Texture Surfaces Using DirectX 7
[Added: 3/2/2001]
Kim Pallister  Explains using this technique and applying it to dynamic environment maps and soft shadows. 
Run Time Mip-Map Filtering
[Added: 2/23/2000]
Andrew Flavell  An introduction to using mip-maps to overcome aliasing in texture mapping. 
Texture Mapped Polygons
[Added: 7/16/1999]
   
Texture Mapping
[Added: 8/25/1999]
Thierry Tremblay   
Texture Mapping (Walls only)
[Added: 7/16/1999]
PeyloW   
Texture Mapping : A new tool for molecular graphic
[Added: 7/16/1999]
   
Texture Mapping Mania
[Added: 11/18/1999]
André LaMothe  Introduces the reader to affine texture mapping 
Texture Mapping Polygons in Perspective
[Added: 7/16/1999]
   
Texture Potential Mapping
[Added: 7/16/1999]
   
The Power of the High Pass Filter
[Added: 5/31/2001]
Peter Hajba  Offers some solutions to texture tiling problems using incredibly handy little filter that most people seem to ignore - the High Pass filter. 
'Ups and Downs' of Bump Mapping with DirectX 6
[Added: 3/15/2000]
Kim Pallister  Serves as an introduction to the DirectX version of bump mapping. 
 
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