WebGL - Texture APIs (clamp, repeating, etc)

In this episode, I discuss several texture APIs offered in WebGL.

Concepts:
* Texture APIs: texParameteri
* gl.texParameteri, gl.getTexParameter, gl.generateMipmap
* Mipmaps are used to create distance with objects.
* A higher-resolution mipmap is used for objects that are closer, and a lower-resolution mipmap is used for objects that are farther away.
* It starts with the resolution of the texture image and halves the resolution until a 1x1 dimension texture image is created.
* For example, if you have a 64x64 texture, the next smaller mipmap is 16x16, then 4x4, then 1x1
* We'll be looking at these in more detail in a later episode.
* TEXTURE_MAG_FILTER
* A texture filter constant to use when a surface is rendered larger than the corresponding texture bitmap (such as for close-up objects). Initial value is gl.LINEAR.
* TEXTURE_MIN_FILTER
* A texture filter constant to use when a surface is rendered smaller than the corresponding texture bitmap (such as for distant objects). Initial value is gl.NEAREST_MIPMAP_LINEAR.
* TEXTURE_WRAP_S
* TEXTURE_WRAP_T

Resources:
* https://github.com/davidwparker/programmingtil-webgl/tree/master/0052-texture-apis
* https://developer.mozilla.org/en-US/docs/Web/API/WebGLTexture
* https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/texParameter
* https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/generateMipmap
* https://msdn.microsoft.com/en-us/library/dn302437(v=vs.85).aspx

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