![]() Varying this value and the threshold alters the number of grid cells and their width, respectively. This last value, 0.1, controls the width of the lines drawn. The fragment shader then selects only those pixels that have one of the texture coordinates with a fractional value below 0.1, painting these with blue color. The density of the grid is defined by a multiplication factor applied to the texture coordinates. These shaders can be useful for debugging when texturing with an image provides unexpected results.įor instance, assume that we want to obtain a grid effect as shown in the image below. Red will be used for the s coordinate, and green for the t coordinate. Hence in the application we need to treat them as such, i.e.įor instance, the figure below shows a plane, an elephant, and the teapot, with their texture coordinates. Texture coordinates are just another vertex attribute, much like normals. Here we will see a couple examples of how texture coordinates can be used on their own. However texture coordinates are not restricted to perform this mapping. If the container is not empty, the function never throws exceptions (no-throw guarantee). Concurrently accessing or modifying other elements is safe, although iterating ranges that include the removed element is not.
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