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Automatic Texture Coordinate Generation
on Radeon®
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Figure 1 - Texture fogging
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Figure 2 - Linear texture mapping
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Figure 3 - Projective texture
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Figure 4 - Diffuse lighting
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Figure 5 - Sphere environment mapping
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Figure 6 - Cubic environment mapping
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Using automatic texture coordinate generation with
hardware support provides benefits of significant reduction
of bandwith required for geometry data, and off-loading
texture coordinate computation from processor to dedicated
graphics hardware. Also, automatic texture coordinate
generation is a rich source of various visual effects.
RadeonTexGen
sample illustrates some of the techniques achievable with
automatic texture coordinate generation:
Texture fog (Figure.1)
This type of fog allows developer to implement fog using
look-up table stored as a texture. The position in the
look-up table is calculated as a vertex position in camera-space.
Linear texture mapping (Figure.2)
Texture coordinates can be calculated as a linear function
of a model-space position providing an ideal solution
for texture mapping onto planar surfaces such as floors,
walls and etc. Texture transform matrix needs to be defined
to transform from camera-space to model-space coordinates.
Projective texture (Figure.3)
For detailed explanation on projective texture mapping
see Projective Texture Mapping Tutorial in Radeon® SDK.
Diffuse lighting (Figure.4)
Automatic texture coordinate generation can be used to
perform diffuse and specular lighting. To implement diffuse
lighting, camera-space normals transformed into the world
space can be used for mapping into lightmap.
Sphere and cubic environment mapping (Figure.5,6)
Texture coordinate generation for environment mapping
can be automatically performed by dedicated hardware using
camera-space normals for sphere environment mapping and
camera-space reflection vectors for cubic environment
mapping.
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- RadeonTexGen Controls
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- A, T, S- Change model
- 1 - Texure fog mode
- 2 - Linear texture mapping
- 3 - Projective texture mapping
- 4 - Diffuse lighting demo
- 5 - Sphere environment mapping
- 6 - Cubic environment mapping
- [SPACE] - Advance Frame-by-frame
- [ENTER] - stop advancing Frame-by-frame
- [ESC] - Quit
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Downloads
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Note: The source code and media should be unzipped
into the following recommended directory structure to
ensure you can easily compile and run the executable.
Radeonxxxxxx.zip -> x:\atiddk\Direct3D\Radeonxxxxxx
media.zip -> x:\atiddk\media
RadeonTexGen.zip
media.zip
Back
to Samples Page
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