Illustrates dynamic texture coordinate generation using the TexCoordGeneration class : Texture « 3D « Java






Illustrates dynamic texture coordinate generation using the TexCoordGeneration class


/**********************************************************
 Copyright (C) 2001   Daniel Selman

 First distributed with the book "Java 3D Programming"
 by Daniel Selman and published by Manning Publications.
 http://manning.com/selman

 This program is free software; you can redistribute it and/or
 modify it under the terms of the GNU General Public License
 as published by the Free Software Foundation, version 2.

 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 GNU General Public License for more details.

 The license can be found on the WWW at:
 http://www.fsf.org/copyleft/gpl.html

 Or by writing to:
 Free Software Foundation, Inc.,
 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

 Authors can be contacted at:
 Daniel Selman: daniel@selman.org

 If you make changes you think others would like, please 
 contact one of the authors or someone at the 
 www.j3d.org web site.
 **************************************************************/

import java.applet.Applet;
import java.awt.BorderLayout;
import java.awt.Button;
import java.awt.GraphicsConfigTemplate;
import java.awt.GraphicsDevice;
import java.awt.GraphicsEnvironment;
import java.awt.Panel;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.io.File;
import java.net.URL;

import javax.media.j3d.Alpha;
import javax.media.j3d.AmbientLight;
import javax.media.j3d.Appearance;
import javax.media.j3d.AudioDevice;
import javax.media.j3d.Background;
import javax.media.j3d.BoundingSphere;
import javax.media.j3d.Bounds;
import javax.media.j3d.BranchGroup;
import javax.media.j3d.Canvas3D;
import javax.media.j3d.DirectionalLight;
import javax.media.j3d.GraphicsConfigTemplate3D;
import javax.media.j3d.Group;
import javax.media.j3d.Locale;
import javax.media.j3d.Material;
import javax.media.j3d.PhysicalBody;
import javax.media.j3d.PhysicalEnvironment;
import javax.media.j3d.PositionInterpolator;
import javax.media.j3d.RotationInterpolator;
import javax.media.j3d.Shape3D;
import javax.media.j3d.TexCoordGeneration;
import javax.media.j3d.Texture;
import javax.media.j3d.TextureAttributes;
import javax.media.j3d.Transform3D;
import javax.media.j3d.TransformGroup;
import javax.media.j3d.View;
import javax.media.j3d.ViewPlatform;
import javax.media.j3d.VirtualUniverse;
import javax.vecmath.Color3f;
import javax.vecmath.Point2f;
import javax.vecmath.Point3d;
import javax.vecmath.Point3f;
import javax.vecmath.Vector3d;
import javax.vecmath.Vector3f;
import javax.vecmath.Vector4f;

import com.sun.j3d.audioengines.javasound.JavaSoundMixer;
import com.sun.j3d.utils.applet.MainFrame;
import com.sun.j3d.utils.geometry.GeometryInfo;
import com.sun.j3d.utils.geometry.NormalGenerator;
import com.sun.j3d.utils.image.TextureLoader;

/**
 * This example illustrates dynamic texture coordinate generation using the
 * TexCoordGeneration class. The OBJECT_LINEAR, EYE_LINEAR and SPHERE_MAP modes
 * are illustrated. The application creates a DEM landscape (from a sin/cos
 * curve) and uses dynamic texture coordinate generation to map contours onto
 * the landscape - either relative to its relative position (OBJECT_LINEAR) or
 * absolute position (EYE_LINEAR). SPHERE_MAP maps the contours onto the
 * landscape as a environment map. The "Rotate" and "Translate" buttons toggle
 * two Interpolators that rotate and translate the entire scene respectivly.
 */
public class TexCoordTest extends Java3dApplet implements ActionListener {
  private static int m_kWidth = 500;

  private static int m_kHeight = 400;

  // we need to track these as we modify them inside
  // the actionPerformed method
  Appearance m_Appearance = null;

  TexCoordGeneration m_TexGen = null;

  PositionInterpolator m_PositionInterpolator = null;

  RotationInterpolator m_RotationInterpolator = null;

  public TexCoordTest() {
    initJava3d();
  }

  protected void addCanvas3D(Canvas3D c3d) {
    setLayout(new BorderLayout());
    add(c3d, BorderLayout.CENTER);

    Panel controlPanel = new Panel();

    // creates some GUI components so we can modify the
    // scene and texure coordinate generation at runtime
    Button eyeButton = new Button("EYE_LINEAR");
    eyeButton.addActionListener(this);
    controlPanel.add(eyeButton);

    Button objectButton = new Button("OBJECT_LINEAR");
    objectButton.addActionListener(this);
    controlPanel.add(objectButton);

    Button sphereButton = new Button("SPHERE_MAP");
    sphereButton.addActionListener(this);
    controlPanel.add(sphereButton);

    Button rotateButton = new Button("Rotate");
    rotateButton.addActionListener(this);
    controlPanel.add(rotateButton);

    Button translateButton = new Button("Translate");
    translateButton.addActionListener(this);
    controlPanel.add(translateButton);

    add(controlPanel, BorderLayout.SOUTH);

    doLayout();
  }

  // overidden as we don't want a background for this example
  protected Background createBackground() {
    return null;
  }

  // we are using a big landscape so we have to scale it down
  protected double getScale() {
    return 0.05;
  }

  // handle event from the GUI components we created
  public void actionPerformed(ActionEvent event) {
    if (event.getActionCommand().equals("EYE_LINEAR") != false)
      m_TexGen.setGenMode(TexCoordGeneration.EYE_LINEAR);

    else if (event.getActionCommand().equals("OBJECT_LINEAR") != false)
      m_TexGen.setGenMode(TexCoordGeneration.OBJECT_LINEAR);

    else if (event.getActionCommand().equals("SPHERE_MAP") != false)
      m_TexGen.setGenMode(TexCoordGeneration.SPHERE_MAP);

    else if (event.getActionCommand().equals("Rotate") != false)
      m_RotationInterpolator.setEnable(!m_RotationInterpolator
          .getEnable());

    else if (event.getActionCommand().equals("Translate") != false)
      m_PositionInterpolator.setEnable(!m_PositionInterpolator
          .getEnable());

    // apply any changes to the TexCoordGeneration and copy into the
    // appearance
    TexCoordGeneration texCoordGeneration = new TexCoordGeneration();
    texCoordGeneration = (TexCoordGeneration) m_TexGen
        .cloneNodeComponent(true);
    m_Appearance.setTexCoordGeneration(texCoordGeneration);
  }

  // position the viewer in the scene
  public TransformGroup[] getViewTransformGroupArray() {
    TransformGroup[] tgArray = new TransformGroup[1];
    tgArray[0] = new TransformGroup();

    // move the camera BACK a little...
    // note that we have to invert the matrix as
    // we are moving the viewer
    Transform3D t3d = new Transform3D();

    t3d.rotX(0.4);
    t3d.setScale(getScale());
    t3d.setTranslation(new Vector3d(0.0, 0, -20.0));
    t3d.invert();
    tgArray[0].setTransform(t3d);

    return tgArray;
  }

  // we create a scene composed of two nested interpolators
  // one for translation, one for rotation that control
  // a DEM landscape created from a single Shape3D containing
  // a QuadArray.
  protected BranchGroup createSceneBranchGroup() {
    BranchGroup objRoot = super.createSceneBranchGroup();

    TransformGroup objPosition = new TransformGroup();
    objPosition.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);

    TransformGroup objRotate = new TransformGroup();
    objRotate.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);

    Transform3D axisTranslate = new Transform3D();
    axisTranslate.rotZ(Math.toRadians(90));

    Alpha rotationAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE, 0, 0,
        6000, 0, 0, 0, 0, 0);

    m_PositionInterpolator = new PositionInterpolator(rotationAlpha,
        objPosition, axisTranslate, 0, 70);

    m_PositionInterpolator.setSchedulingBounds(createApplicationBounds());
    objPosition.addChild(m_PositionInterpolator);
    m_PositionInterpolator.setEnable(false);

    m_RotationInterpolator = new RotationInterpolator(rotationAlpha,
        objRotate, new Transform3D(), 0.0f, (float) Math.PI * 2.0f);

    m_RotationInterpolator.setSchedulingBounds(getApplicationBounds());
    objRotate.addChild(m_RotationInterpolator);
    m_RotationInterpolator.setEnable(true);

    TransformGroup tgLand = new TransformGroup();
    Transform3D t3dLand = new Transform3D();
    t3dLand.setTranslation(new Vector3d(0, -30, 0));
    tgLand.setTransform(t3dLand);

    tgLand.addChild(createDemLandscape());
    objRotate.addChild(tgLand);

    objPosition.addChild(objRotate);

    objRoot.addChild(objPosition);

    // create some lights for the scene
    Color3f lColor1 = new Color3f(0.3f, 0.3f, 0.3f);
    Vector3f lDir1 = new Vector3f(-1.0f, -1.0f, -1.0f);
    Color3f alColor = new Color3f(0.1f, 0.1f, 0.1f);

    AmbientLight aLgt = new AmbientLight(alColor);
    aLgt.setInfluencingBounds(getApplicationBounds());
    DirectionalLight lgt1 = new DirectionalLight(lColor1, lDir1);
    lgt1.setInfluencingBounds(getApplicationBounds());

    // add the lights to the parent BranchGroup
    objRoot.addChild(aLgt);
    objRoot.addChild(lgt1);

    return objRoot;
  }

  // create the Appearance for the landscape Shape3D
  // and initialize all the texture generation paramters
  // the yMaxHeight paramters is the maximum height of the
  // landscape. It defines a scale factor to convert from
  // landscape Y coordinates to texture coordinates
  // (in the range 0 to 1).
  void createAppearance(double yMaxHeight) {
    // create an Appearance and assign a Material
    m_Appearance = new Appearance();
    m_Appearance.setCapability(Appearance.ALLOW_TEXGEN_WRITE);

    Color3f black = new Color3f(0, 0.2f, 0);
    Color3f objColor = new Color3f(0.1f, 0.7f, 0.2f);
    m_Appearance.setMaterial(new Material(objColor, black, objColor, black,
        0.8f));

    // load the texture image
    TextureLoader texLoader = new TextureLoader("stripes.gif", Texture.RGB,
        this);

    // clamp the coordinates in the S dimension, that way they
    // will not wrap when the calculated texture coordinate falls outside
    // the range 0 to 1. When the texture coordinate is outside this range
    // no texture coordinate will be used
    Texture tex = texLoader.getTexture();
    tex.setBoundaryModeS(Texture.CLAMP);

    // assign the texute image to the appearance
    m_Appearance.setTexture(tex);

    // create the TexCoordGeneration object.
    // we are only using 1D texture coordinates (S) - texture coordinates
    // are calculated from a vertex's distance from the Y = 0 plane
    // the 4th parameter to the Vector4f is the distance in *texture
    // coordinates*
    // that we shift the texture coordinates by (i.e. Y = 0 corresponds to S
    // = 0.5)
    TexCoordGeneration texGen = new TexCoordGeneration(
        TexCoordGeneration.OBJECT_LINEAR,
        TexCoordGeneration.TEXTURE_COORDINATE_2, new Vector4f(0,
            (float) (1.0 / (2 * yMaxHeight)), 0, 0.5f),
        new Vector4f(0, 0, 0, 0), new Vector4f(0, 0, 0, 0));

    // create our "non-live" TexCoordGeneration object so we
    // can update the "genMode" parameter after we go live.
    m_TexGen = (TexCoordGeneration) texGen.cloneNodeComponent(true);

    // assign the TexCoordGeneration to the Appearance
    m_Appearance.setTexCoordGeneration(texGen);

    // we just glue the texture image to the surface, we are not
    // blending or modulating the texture image based on material
    // attributes. You can experiment with MODULATE or BLEND.
    TextureAttributes texAttribs = new TextureAttributes();
    texAttribs.setTextureMode(TextureAttributes.DECAL);
    m_Appearance.setTextureAttributes(texAttribs);
  }

  // create the Shape3D and geometry for the DEM landscape
  BranchGroup createDemLandscape() {
    final double LAND_WIDTH = 200;
    final double LAND_LENGTH = 200;
    final double nTileSize = 10;
    final double yMaxHeight = LAND_WIDTH / 8;

    // calculate how many vertices we need to store all the "tiles" that
    // compose the QuadArray.
    final int nNumTiles = (int) (((LAND_LENGTH / nTileSize) * 2) * ((LAND_WIDTH / nTileSize) * 2));
    final int nVertexCount = 4 * nNumTiles;
    Point3f[] coordArray = new Point3f[nVertexCount];
    Point2f[] texCoordArray = new Point2f[nVertexCount];

    // create the Appearance for the landscape and initialize all
    // the texture coordinate generation parameters
    createAppearance(yMaxHeight);

    // create the parent BranchGroup
    BranchGroup bg = new BranchGroup();

    // create the geometry and populate a QuadArray
    // we use a simple sin/cos function to create an undulating surface
    // in the X/Z dimensions. Y dimension is the distance "above sea-level".
    int nItem = 0;
    double yValue0 = 0;
    double yValue1 = 0;
    double yValue2 = 0;
    double yValue3 = 0;

    final double xFactor = LAND_WIDTH / 5;
    final double zFactor = LAND_LENGTH / 3;

    // loop over all the tiles in the environment
    for (double x = -LAND_WIDTH; x <= LAND_WIDTH; x += nTileSize) {
      for (double z = -LAND_LENGTH; z <= LAND_LENGTH; z += nTileSize) {
        // if we are not on the last row or column create a "tile"
        // and add to the QuadArray. Use CCW winding
        if (z < LAND_LENGTH && x < LAND_WIDTH) {
          yValue0 = yMaxHeight * Math.sin(x / xFactor)
              * Math.cos(z / zFactor);
          yValue1 = yMaxHeight * Math.sin(x / xFactor)
              * Math.cos((z + nTileSize) / zFactor);
          yValue2 = yMaxHeight * Math.sin((x + nTileSize) / xFactor)
              * Math.cos((z + nTileSize) / zFactor);
          yValue3 = yMaxHeight * Math.sin((x + nTileSize) / xFactor)
              * Math.cos(z / zFactor);

          // note, we do not assign any texture coordinates!
          coordArray[nItem++] = new Point3f((float) x,
              (float) yValue0, (float) z);
          coordArray[nItem++] = new Point3f((float) x,
              (float) yValue1, (float) (z + nTileSize));
          coordArray[nItem++] = new Point3f((float) (x + nTileSize),
              (float) yValue2, (float) (z + nTileSize));
          coordArray[nItem++] = new Point3f((float) (x + nTileSize),
              (float) yValue3, (float) z);
        }
      }
    }

    // create a GeometryInfo and assign the coordinates
    GeometryInfo gi = new GeometryInfo(GeometryInfo.QUAD_ARRAY);
    gi.setCoordinates(coordArray);

    // generate Normal vectors for the QuadArray that was populated.
    NormalGenerator normalGenerator = new NormalGenerator();
    normalGenerator.generateNormals(gi);

    // wrap the GeometryArray in a Shape3D
    Shape3D shape = new Shape3D(gi.getGeometryArray(), m_Appearance);

    // add the Shape3D to a BranchGroup and return
    bg.addChild(shape);

    return bg;
  }

  public static void main(String[] args) {
    TexCoordTest texCoordTest = new TexCoordTest();
    texCoordTest.saveCommandLineArguments(args);

    new MainFrame(texCoordTest, m_kWidth, m_kHeight);
  }
}

/*******************************************************************************
 * Copyright (C) 2001 Daniel Selman
 * 
 * First distributed with the book "Java 3D Programming" by Daniel Selman and
 * published by Manning Publications. http://manning.com/selman
 * 
 * This program is free software; you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, version 2.
 * 
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 * 
 * The license can be found on the WWW at: http://www.fsf.org/copyleft/gpl.html
 * 
 * Or by writing to: Free Software Foundation, Inc., 59 Temple Place - Suite
 * 330, Boston, MA 02111-1307, USA.
 * 
 * Authors can be contacted at: Daniel Selman: daniel@selman.org
 * 
 * If you make changes you think others would like, please contact one of the
 * authors or someone at the www.j3d.org web site.
 ******************************************************************************/

//*****************************************************************************
/**
 * Java3dApplet
 * 
 * Base class for defining a Java 3D applet. Contains some useful methods for
 * defining views and scenegraphs etc.
 * 
 * @author Daniel Selman
 * @version 1.0
 */
//*****************************************************************************

abstract class Java3dApplet extends Applet {
  public static int m_kWidth = 300;

  public static int m_kHeight = 300;

  protected String[] m_szCommandLineArray = null;

  protected VirtualUniverse m_Universe = null;

  protected BranchGroup m_SceneBranchGroup = null;

  protected Bounds m_ApplicationBounds = null;

  //  protected com.tornadolabs.j3dtree.Java3dTree m_Java3dTree = null;

  public Java3dApplet() {
  }

  public boolean isApplet() {
    try {
      System.getProperty("user.dir");
      System.out.println("Running as Application.");
      return false;
    } catch (Exception e) {
    }

    System.out.println("Running as Applet.");
    return true;
  }

  public URL getWorkingDirectory() throws java.net.MalformedURLException {
    URL url = null;

    try {
      File file = new File(System.getProperty("user.dir"));
      System.out.println("Running as Application:");
      System.out.println("   " + file.toURL());
      return file.toURL();
    } catch (Exception e) {
    }

    System.out.println("Running as Applet:");
    System.out.println("   " + getCodeBase());

    return getCodeBase();
  }

  public VirtualUniverse getVirtualUniverse() {
    return m_Universe;
  }

  //public com.tornadolabs.j3dtree.Java3dTree getJ3dTree() {
  //return m_Java3dTree;
  //  }

  public Locale getFirstLocale() {
    java.util.Enumeration e = m_Universe.getAllLocales();

    if (e.hasMoreElements() != false)
      return (Locale) e.nextElement();

    return null;
  }

  protected Bounds getApplicationBounds() {
    if (m_ApplicationBounds == null)
      m_ApplicationBounds = createApplicationBounds();

    return m_ApplicationBounds;
  }

  protected Bounds createApplicationBounds() {
    m_ApplicationBounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0),
        100.0);
    return m_ApplicationBounds;
  }

  protected Background createBackground() {
    Background back = new Background(new Color3f(0.9f, 0.9f, 0.9f));
    back.setApplicationBounds(createApplicationBounds());
    return back;
  }

  public void initJava3d() {
    //  m_Java3dTree = new com.tornadolabs.j3dtree.Java3dTree();
    m_Universe = createVirtualUniverse();

    Locale locale = createLocale(m_Universe);

    BranchGroup sceneBranchGroup = createSceneBranchGroup();

    ViewPlatform vp = createViewPlatform();
    BranchGroup viewBranchGroup = createViewBranchGroup(
        getViewTransformGroupArray(), vp);

    createView(vp);

    Background background = createBackground();

    if (background != null)
      sceneBranchGroup.addChild(background);

    //    m_Java3dTree.recursiveApplyCapability(sceneBranchGroup);
    //  m_Java3dTree.recursiveApplyCapability(viewBranchGroup);

    locale.addBranchGraph(sceneBranchGroup);
    addViewBranchGroup(locale, viewBranchGroup);

    onDoneInit();
  }

  protected void onDoneInit() {
    //  m_Java3dTree.updateNodes(m_Universe);
  }

  protected double getScale() {
    return 1.0;
  }

  public TransformGroup[] getViewTransformGroupArray() {
    TransformGroup[] tgArray = new TransformGroup[1];
    tgArray[0] = new TransformGroup();

    // move the camera BACK a little...
    // note that we have to invert the matrix as
    // we are moving the viewer
    Transform3D t3d = new Transform3D();
    t3d.setScale(getScale());
    t3d.setTranslation(new Vector3d(0.0, 0.0, -20.0));
    t3d.invert();
    tgArray[0].setTransform(t3d);

    return tgArray;
  }

  protected void addViewBranchGroup(Locale locale, BranchGroup bg) {
    locale.addBranchGraph(bg);
  }

  protected Locale createLocale(VirtualUniverse u) {
    return new Locale(u);
  }

  protected BranchGroup createSceneBranchGroup() {
    m_SceneBranchGroup = new BranchGroup();
    return m_SceneBranchGroup;
  }

  protected View createView(ViewPlatform vp) {
    View view = new View();

    PhysicalBody pb = createPhysicalBody();
    PhysicalEnvironment pe = createPhysicalEnvironment();

    AudioDevice audioDevice = createAudioDevice(pe);

    if (audioDevice != null) {
      pe.setAudioDevice(audioDevice);
      audioDevice.initialize();
    }

    view.setPhysicalEnvironment(pe);
    view.setPhysicalBody(pb);

    if (vp != null)
      view.attachViewPlatform(vp);

    view.setBackClipDistance(getBackClipDistance());
    view.setFrontClipDistance(getFrontClipDistance());

    Canvas3D c3d = createCanvas3D();
    view.addCanvas3D(c3d);
    addCanvas3D(c3d);

    return view;
  }

  protected PhysicalBody createPhysicalBody() {
    return new PhysicalBody();
  }

  protected AudioDevice createAudioDevice(PhysicalEnvironment pe) {
    JavaSoundMixer javaSoundMixer = new JavaSoundMixer(pe);

    if (javaSoundMixer == null)
      System.out.println("create of audiodevice failed");

    return javaSoundMixer;
  }

  protected PhysicalEnvironment createPhysicalEnvironment() {
    return new PhysicalEnvironment();
  }

  protected float getViewPlatformActivationRadius() {
    return 100;
  }

  protected ViewPlatform createViewPlatform() {
    ViewPlatform vp = new ViewPlatform();
    vp.setViewAttachPolicy(View.RELATIVE_TO_FIELD_OF_VIEW);
    vp.setActivationRadius(getViewPlatformActivationRadius());

    return vp;
  }

  protected Canvas3D createCanvas3D() {
    GraphicsConfigTemplate3D gc3D = new GraphicsConfigTemplate3D();
    gc3D.setSceneAntialiasing(GraphicsConfigTemplate.PREFERRED);
    GraphicsDevice gd[] = GraphicsEnvironment.getLocalGraphicsEnvironment()
        .getScreenDevices();

    Canvas3D c3d = new Canvas3D(gd[0].getBestConfiguration(gc3D));
    c3d.setSize(getCanvas3dWidth(c3d), getCanvas3dHeight(c3d));

    return c3d;
  }

  protected int getCanvas3dWidth(Canvas3D c3d) {
    return m_kWidth;
  }

  protected int getCanvas3dHeight(Canvas3D c3d) {
    return m_kHeight;
  }

  protected double getBackClipDistance() {
    return 100.0;
  }

  protected double getFrontClipDistance() {
    return 1.0;
  }

  protected BranchGroup createViewBranchGroup(TransformGroup[] tgArray,
      ViewPlatform vp) {
    BranchGroup vpBranchGroup = new BranchGroup();

    if (tgArray != null && tgArray.length > 0) {
      Group parentGroup = vpBranchGroup;
      TransformGroup curTg = null;

      for (int n = 0; n < tgArray.length; n++) {
        curTg = tgArray[n];
        parentGroup.addChild(curTg);
        parentGroup = curTg;
      }

      tgArray[tgArray.length - 1].addChild(vp);
    } else
      vpBranchGroup.addChild(vp);

    return vpBranchGroup;
  }

  protected void addCanvas3D(Canvas3D c3d) {
    setLayout(new BorderLayout());
    add(c3d, BorderLayout.CENTER);
    doLayout();
  }

  protected VirtualUniverse createVirtualUniverse() {
    return new VirtualUniverse();
  }

  protected void saveCommandLineArguments(String[] szArgs) {
    m_szCommandLineArray = szArgs;
  }

  protected String[] getCommandLineArguments() {
    return m_szCommandLineArray;
  }
}


           
       








Related examples in the same category

1.LocalEyeApp creates a single plane with texture mappingLocalEyeApp creates a single plane with texture mapping
2.TexCoordGeneration class to automatically define the texture coordinates
3.The simple application of textures
4.ExTexture - illustrate use of textures
5.Illustrates how a texture image can be dynamically rotated at runtime
6.Create geometry to display the texture image mapped onto a triangulated polygon
7.Texture: picture ball
8.Image Component By ReferenceImage Component By Reference
9.Interleaved TestInterleaved Test
10.Texture ImageTexture Image
11.Multi TextureMulti Texture
12.Texture By Reference
13.Texture MappingTexture Mapping