File Texture Mapping Pasting images on primitives.

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File Texture Mapping Pasting images on primitives

File Texture and Mapping File Texture: an image file – A 2D array of color stored in a file Texel: each color element in the file – Any image or digital photograph – Images are stored in formatted files: E.g.: gif, jpg, tiff, png. Mapping: “pasting on” – Paste the image (file texture) on a given primitive

Texture Coordinates Mapping: matching of coordinates – A coordinate system on image file (st) - coordinate – A coordinate system on primitive (uv) - coordinate Mapping: – Match the two coordinate systems!

Implicit st – Coordinate System implicitly defined on all file textures – Origin: upper-left corner – s-Axis: Right-wards – t-axis: down-wards – Range: 0.0 to 1.0 – Coverage: always the entire image!

Explicit uv – Coordinate System uv are – Defined on the Primitives – Defined by, us, the programmers! Each vertex of a primitive: – A Position: (x, y, z) – A Color: (r, g, b) – NOW: Texture Coordinate (u, v)

Example of defining uv: rectangle

Mapping: Texel lookup Texel color (C a ) used as color of primitive

Programming File Texture 1.We must define uv-coordinate on primitives 2.Select/Load an image file into the graphics API 3.Define how texel will be used 4.Enable texture mapping before drawing the primitive

One line of pixels Intensity of the pixels