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.
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.
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.
Serves as an introduction to the DirectX version of bump mapping.
Key: = HTML article hosted here , = HTML article hosted elsewhere = link to another web site = Adobe Acrobat document = Zip files = Word or text document