607 |
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|
608 |
\subsubsection{Polygonal XXX} |
\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 by by OpenGL primitives, |
611 |
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by drawing polygons enveloping the widest variation in the torn shape |
612 |
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and |
613 |
the smooth shading interpolation in OpenGL to obtain the linearly |
the smooth shading interpolation in OpenGL to obtain the linearly |
614 |
falling value, to avoid using the second texture unit and rendering |
falling value. This avoids the use of the second texture unit. |
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the shape to a texture. |
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615 |
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616 |
To obtain ebbing with a kind of displacement mapping, a similar polygonal |
In this approach, we can also |
617 |
approach |
obtain ebbing with a kind of displacement mapping: |
618 |
can be used: instead of accessing the noise texture at the pixel |
instead of accessing the noise texture at the pixel |
619 |
location of the paper, the noise texture is accessed at the location |
location of the paper, the noise texture is accessed at the location |
620 |
of the undistorted edge by calculating the texture coordinates appropriately. |
of the undistorted edge by calculating the texture coordinates appropriately. |
621 |
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