Was this page helpful?
Your feedback about this content is important. Let us know what you think.
Additional feedback?
1500 characters remaining
Export (0) Print
Expand All

Basic Texturing Concepts (Direct3D 9)

Early computer-generated 3D images, although generally advanced for their time, tended to have a shiny plastic look. They lacked the types of markings-such as scuffs, cracks, fingerprints, and smudges-that give 3D objects realistic visual complexity. In recent years, textures have gained popularity among developers as a tool for enhancing the realism of computer-generated 3D images.

In its everyday use, the word texture refers to an object's smoothness or roughness. In computer graphics, however, a texture is a bitmap of pixel colors that give an object the appearance of texture.

Because Direct3D textures are bitmaps, any bitmap can be applied to a Direct3D primitive. For instance, applications can create and manipulate objects that appear to have a wood grain pattern in them. Grass, dirt, and rocks can be applied to a set of 3D primitives that form a hill. The result is a realistic-looking hillside. You can also use texturing to create effects such as signs along a roadside, rock strata in a cliff, or the appearance of marble on a floor.

In addition, Direct3D supports more advanced texturing techniques such as texture blending-with or without transparency-and light mapping. For more information, see Texture Blending (Direct3D 9) and Light Mapping with Textures (Direct3D 9).

If your application creates a hardware abstraction layer (HAL) device or a software device, it can use 8, 16, 24, 32, 64, or 128-bit textures.

Additional information is contained in the following topics.



Community Additions

© 2015 Microsoft