In this article, we will consider several GPU-friendly compressed texture formats. These formats allow us to trade some image quality for substantial improvements in disk usage and performance. In particular, we will look at the ETC2, PVRTC, and ASTC formats.
In this article we will learn about mipmapping, an important technique for rendering textured objects at a distance. We will find out why mipmapping is important, how it complements regular texture filtering, and how to use the blit command encoder to generate mipmaps efficiently on the GPU.
In this post, we’ll talk about some of the more advanced features of texturing in Metal. We’ll apply a cube map to a skybox to simulate a detailed environment surrounding the scene. We’ll also introduce a technique called cubic environment mapping to simulate reflection and refraction, to further enhance the realism of our virtual world.
Textures are a central topic in rendering. Although they have many uses, one of their primary purposes is to provide a greater level of detail to surfaces than can be achieved with vertex colors alone.
In this post, we’ll talk about texture mapping, which helps us bring virtual characters to life. We’ll also introduce samplers, which give us powerful control over how texture data is interpreted while drawing. Along the way, we will be assisted by a cartoon cow named Spot.
You can download the sample code for this post here.