Table of Contents Glide Programming Guide


Chapter 8. Special Effects 63



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Chapter 8. Special Effects 63
1In This Chapter 63
2Fog 63
1Fogging With Iterated Alpha 65
Example Special Effects.1 Fogging with iterated alpha. 65
2Fogging With A User Specified Fog Table 65
Example Special Effects.2 Creating a fog table. 66
Example Special Effects.3 Fogging with 1/w and a fog table. 66
3Generating a Fog Table Automatically 66
3Multi-Pass Fog 67
1Simple Blends 68
Example Special Effects.4 Simple two-pass blending. 69
2Additive Multi-Pass Fog 69
Example Special Effects.5 Two-pass additive fogging. 70
3Modulation Multi-Pass Fog 70
Example Special Effects.6 Three-pass modulation fogging. 72
4Chroma-keying 72
Example Special Effects.7 Simulating a blue-screen with chroma-keying. 73
5Alpha Testing 73
6Stenciling 75
Chapter 9. Texture Mapping 77
1In This Chapter 77
2A Look at Texture Mapping and Glide 77
3Glide Textures and Texels 78
4Texel Coordinate Systems 80
6Texture Filtering 83
7Texture Clamping 84
8Mipmapping 85
9Mipmap Blending 87
10Trilinear Filtering 87
11LOD Bias 88
12Combining Textures 88
13Examples of Configuring the Texture Pipeline 91
1Configuring the Texture Pipeline for Decal Texture Mapping 91
Example Texture Mapping.1 Setting up simple (decal) texture mapping. 91
2Configuring the Texture Pipeline for Projected Texture Mapping 92
Example Texture Mapping.2 Applying a modulated (projected) texture. 92
3Configuring the Texture Pipeline for Trilinear Texture Mapping 92
Example Texture Mapping.3 Using trilinear filtering: mipmap blending with bilinear filtering. 93
4Configuring the Texture Pipeline for Composite Texturing 93
Example Texture Mapping.4 Creating a composite texture. 94
Example .5 Creating a composite texture, part II. 94

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