591 |
with texture coordinates offset by (read from) another texture. |
with texture coordinates offset by (read from) another texture. |
592 |
This is called an offset (dependent) texture access. |
This is called an offset (dependent) texture access. |
593 |
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\subsubsection{Polygonal XXX} |
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594 |
On hardware without texture shading capabilities, such as the NV10, we can |
On hardware without texture shading capabilities, such as the NV10, we can |
595 |
obtain a suitable shape by constraining the offset |
obtain a suitable shape by constraining the offset |
596 |
in the direction of the normal. This can be done by rendering |
in the direction of the normal. This can be done by rendering |
605 |
the offset texture implementation: |
the offset texture implementation: |
606 |
all its effects are within the options described in Section~\ref{secoptions}. |
all its effects are within the options described in Section~\ref{secoptions}. |
607 |
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608 |
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\subsubsection{Polygonal XXX} |
609 |
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610 |
Naturally, the undistorted shape can also be drawn polygonally, using |
Naturally, the undistorted shape can also be drawn polygonally, using |
611 |
the smooth shading interpolation in OpenGL to obtain the linearly |
the smooth shading interpolation in OpenGL to obtain the linearly |
612 |
falling value, to avoid using the second texture unit and rendering |
falling value, to avoid using the second texture unit and rendering |