CS 314: Magnification and Minification
نویسنده
چکیده
Actually, there is first a small technical issue of mapping between texture coodinates, which might be defined on any arbitrary rectangle in 2D, and actual texel coordinates (e.g. numbers between 0 and 512 for a 512 × 512 texture image). This is handled as usual by a windowing transform, which can be conveniently represented with a transformation matrix: as mentioned last time, OpenGL even provides a matrix stack to account for exactly this sort of thing. We’ll assume that’s easy enough for you to set up, so we can more precisely assume we are given texel coordinates into the texture image, and need to return an appropriate value.
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