CSE 167 Lecture 8: L8 1/31/19

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Document Summary

Front buffer is what is displayed to the user. Back buffer you can think of as the rehearsal . When finished, swap buffers to display entire image at once. For each pixel, store nearest z value (to camera) so far. If new fragment is closer , it replaces old z, color. All the depths get mapped to the same value! (unstable) Animating the teapot glutidlefunc() - callback when nothing is happening! Basic idea: use images instead of more polygons to represent fine scale color variation. Each vertex must have a texture coordinate: pointer to texture. Components = 3 or 4 (rgb/rgba) width/height must be a power of 2 (to enable mipmapping) Mipmapping: cut resolutions by half every time (until you hit a single pixel) Filtering: shading a pixel that corresponds to a region in the texture map. Texture is used to describe how far it is displaced from the normal. Multiply/module the texture map + light map.

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