FiringSquad: Home of the Hardcore Gamer - Games, Hardware, Reviews and NewsSubmit your own or view users' CPU overclocking results!

  
 Home   News   THE MATRIX   Deals   Hardware   Games   Features   Media   Products   Forums   FS China 
AddThis Social Bookmark Button

Home : Guides : Articles : FS 3D Guide: Basics and Colors
» Join the Greatest Gaming Community NOW! (It's free)

Already a member? Login
 


Random Gallery >> 
Click to view high-res Image!
RAGE SIGGRAPH 2009 Screenshots [7] (0)

Bioshock: The Brutally Honest Review [Preliminary #2] (8) by Swatt
Funniest thing to do with the OCZ name (4) by SuperCharge
T-Shirts! (0) by Skippy989
Know Your Roots: Unreal Tournament Review [Preliminary #2] (10) by Discobiscuits
Meditation of a Tyranid (0) by Aftermath
Rodent Device (2) by PS2Fish
Athlon Overclocking (For Reference) (1) by email_atif
13.1 miles of EVGA (0) by Odoyle721
An EVGA Collage (0) by Samuel71
OverClocking Boot Camp (3) by Odoyle721

More Blogs >>




FS 3D Guide: Basics and Colors
June 05, 1999   James Yu > [View My Other Articles]
Tim Hsu > [View My Other Articles]
Product Info | User Reviews | Article Images(4) | Image Gallery | Comments | Forum Thread
Texels

Texels and Textures

After the programmer/artist creates the 3D object he has to paint the polygons with an image. It's texel time! A texel, short for texture element, is an individual pixel that is part of a larger bit-mapped image called a texture. A texture can represent almost anything from water to a brick wall. Programmers apply textures to polygons to make 3D objects more realistic. A programmer might apply a wood texture to a cube to create a simple wooden crate. This particular texture is from Quake III. Obviously, it's dirt. You can make a dirt floor that is bumpy by wrapping this texture on the surface of a polygon that makes up part of the ground.

Once you get really close to a textured object it'll appear blocky, and you'll start seeing the individual texels become jagged along the edges as the textures from both polygons begin to fight over the pixel space along the edge. There are various filtering techniques like bilinear, trilinear, and anisotropic filtering to smooth out rebelling pixels.

Because of hardware limitations, most textures used in today's games are pretty small -less than 256 x 256 pixels in size. We'll see larger, more realistic textures once video cards begin supporting larger texture sizes. S3's texture compression technology (S3TC) gives gamers a small taste of the future. S3TC's 6:1 compression technology expands texture storage capacity sixfold, allowing for huge photorealistic textures. Epic games already has a special large texture version of Unreal that takes advantage of S3TC technology.

Here are a couple more textures from Quake III. These textures are 128 x 128 big, while the bottom one is 256 x 256 big.

;     

Back! Polygons     Voxels Next!
Blog + Share: Digg Del.icio.us Reddit SU furl • More: AddThis Social Bookmark Button
Send This Article to a Friend!  
Table of Contents
  Print Entire Article  

MATRIX CONTENT » RANDOM MEDIA BLOG More Blogs >>
No ratings yet
» Please rate this
Read this Media-Blog entry!» War! Huh! Yeah! (aka Blatant Plagiarism) (1)
by ICDP (82) Talk with this user on their Shout Box (My other blogs) Posted 6 months ago


 Hottest Topics
New Modern Warfare 2 PC petition created (33)
Call of Duty: Modern Warfare 2 PC Review (33)
ATI Radeon 5970 Performance Preview (12)
BioShock 2 special edition includes vinyl LP (11)
Activision hopes to monetize some aspects of CoD multi (11)
Today's News >>
Today's Siteseeing >>


 Table of Contents


 Quick Fact
In the current generation of video cards, only the Voodoo3 lacks support for textures larger than 256 x 256.


FiringSquad is powered by... Back to Top Site MapContact UsAdvertise With Us Privacy StatementAbout Us  
News RSSSiteseeing RSSArticle RSS   © 1998-2009 FS Media, Inc. All Rights Reserved