Volumetrische textures textures, waarschijnlijk te vinden in DirectX 8.0 moeten een paar leuke effecten mogelijk maken in 3D applicaties (lees: games ). Beyond 3D heeft het over de techniek achter deze textures en over de mogelijkheden:
Volumetric Textures, 3D Textures or Solid textures (these 3 names will be used throughout the text) are a logical extension of 2D textures. 2D textures (the ones we know already) are images, two dimensional flat images. These 2D texture maps are defined by an array of texels which is nothing more than a rectangular group of colored pixels. 3D textures are, as the name suggests, three dimensional - no longer flat but volumetric (hence the name). The texels now become unit cubes (volumes - sometimes referred to as voxels - I won't use the term voxels since I think it might confuse people about what 3D textures really are) in texel space thus colors in a cubic group not just a flat rectangular array. The 3D texture map texels are packed into a rectangular parallel pipe, each dimension constrained to be a power of two. This is just like 2D texture maps which also have square sizes: 64x64, 128x128, etc. For volumetric textures we just add another dimension and we get, for example, 64x64x64 or 128x128x128.
As I said before, this 3D texture map occupies a volume rather than a rectangular region, and is accessed using three texture coordinates S, T, and R (only S and T are used in 2D textures). As with 2D textures, texture coordinates range from zero to one in each dimension. Now, this might not be very clear to you so let me explain what this means by starting from 2D textures and extending that principle to 3D textures.
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