PHYSICAL TEXTURE MAPS
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The most typical example of a texture T is
a 2-dimensional rectangular image: T(s,t) where
s,t are texture coordinates and
T(s,t) is a RGB or RGBA value called
texel (for "texture element").
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But T can be one, three or four dimensional
as well: T(s), T(s,t,r) and T(s,t,r,q) respectively.
--
NOTE: The t-coordinate defaults to 0.
The r-coordinate is not used at present but
defaults to 0.
The q-coordinate is the normalizing coordinate,
that defaults to 1.
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In OpenGL, the texel values could be 1-, 2-, 3- or 4-component,
with the following interpretation
Number of Components
|
Type of Components
|
1
|
L (Luminance)
|
2
|
L and A (Alpha)
|
3
|
RGB
|
4
|
RGBA
|
---|
- How these components are used is discussed
in
modulating and blending textures.