

The ambient lighting has also been increased because the use of textures darkens the overall scene, so this was done so you could also see the effects of texturing on the side cubes. There are not many places in real-life where we would walk into a room full of smooth-shaded objects like this cube.In the image on the right, the same scene has now also been textured. In the image on the left, the scene is lit with per-pixel lighting and colored. Per fragment lighting centered between four vertices of a square.Īdding texturing centered between four vertices of a square. Here’s a look at a scene, without and with texturing: The first games to start heavily using textures, such as Doom and Duke Nukem 3D, were able to greatly enhance the realism of the gameplay through the added visual impact - these were games that could start to truly scare us if played at night in the dark. Without texture mapping, everything is smoothly shaded and looks quite artificial, like an old console game from the 90s. The art of texture mapping (along with lighting) is one of the most important parts of building up a realistic-looking 3D world. Android Lesson Three: Moving to Per-Fragment Lighting.

Android Lesson Two: Ambient and Diffuse Lighting.Here are the previous lessons in the series: This lesson is an extension of lesson three, so please be sure to review that lesson before continuing on. In this lesson, we’re going to add to what we learned in lesson three and learn how to add texturing.We’ll look at how to read an image from the application resources, load this image into OpenGL ES, and display it on the screen.įollow along with me and you’ll understand basic texturing in no time flat! Assumptions and prerequisitesĮach lesson in this series builds on the lesson before it. This is the fourth tutorial in our Android series.
