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13L : Textures

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date
2023/04/27
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Header 1

Nearest : ๊ฐ€์žฅ ๊ฐ€๊นŒ์šด ๊ฑฐ๋ฆฌ์˜ ์ ์„ ๊ณ ๋ฅด๋Š” ๋ฐฉ์‹์ด๋ฏ€๋กœ, ์„ ํƒ๋œ ํ…์…€๊ณผ ํ…์…€ ์‚ฌ์ด์˜ ์ •๋ณด๊ฐ€ ์‚ฌ๋ผ์ง€๋Š” ๊ณ„๋‹จํ˜„์ƒ์ด ๋ฐœ์ƒํ•œ๋‹ค.
Mipmap Linear : ์ผ์ • ๊ฑฐ๋ฆฌ ์ด์ƒ์˜ ์ ์— ๋Œ€ํ•ด์„œ Minification์„ ์˜ ๊ฒฐ๊ณผ๊ฐ’์ด ํฐ์ƒ‰๊ณผ ๊ฒ€์€์ƒ‰ ์‚ฌ์ด์˜ ๊ฐ’์ธ ํšŒ์ƒ‰์œผ๋กœ ์น ํ•ด์ง„๋‹ค. ๋˜ํ•œ ๊ฐ€๊นŒ์šด ๊ฑฐ๋ฆฌ์˜ ์ ์— ๋Œ€ํ•ด Blurํ˜„์ƒ์ด ์ผ์–ด๋‚˜๋ฏ€๋กœ Mipmap Linear์ด๋‹ค.
repeat, mirror, clamp, border
uniform Sampler2D texA; uniform Sampler2D texB; out vec4 color; main(){ color = texture(texA,uv)*texture(texB,uv) }
GLSL
๋ณต์‚ฌ
Mipmap
Linear : Nearest์˜ ๊ฒฝ์šฐ
Nearest : ๊ฒฝ๊ณ„๊ฐ€ ๋ถ„๋ช…ํ•œ ์ด๋ฏธ์ง€์ด๋ฏ€๋กœ, Linear๋‚˜ Mipmap๊ณผ ๊ฐ™์ด ์ค‘๊ฐ„๊ฐ’์„ ๋ณด๊ฐ„ํ•˜๋Š” ๋ฐฉ๋ฒ•์€ ๊ฒฝ๊ณ„๋ฅผ edgeํ•˜๊ฒŒ ๋ณด์กดํ•˜๊ธฐ์— ์ ํ•ฉํ•˜์ง€ ์•Š๋‹ค.
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