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