How 3D Game Rendering Works: Texturing

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How 3D Game Rendering Works: Texturing

Bilinear, Trilinear, Anisotropic Filtering & More: What Does It Mean?

In this third part of our deeper look at 3D game rendering, we'll be focusing what can happen to the 3D world after the vertex processing has done and the scene has been rasterized. Texturing is one of the most important stages in rendering, even though all that is happening is the colors of a two dimensional grid of colored blocks are calculated and changed.

The majority of the visual effects seen in games today are down to the clever use of textures -- without them, games would dull and lifeless. So let's get dive in and see how this all works!

As always, if you're not quite ready for a deep dive into texturing, don't panic -- you can get started with our 3D Game Rendering 101. But once you're past the basics, do read on for our next look at the world of 3D graphics.

Part 0: 3D Game Rendering 101

The Making of Graphics Explained

Part 1: How 3D Game Rendering Works: Vertex Processing

A Deeper Dive Into the World of 3D Graphics

Part 2: How 3D Game Rendering Works: Rasterization and Ray Tracing

From 3D to Flat 2D, POV and Lighting

Part 3: How 3D Game Rendering Works: Texturing

Bilinear, Trilinear, Anisotropic Filtering, Bump Mapping & More

Let's start simple

Pick any top selling 3D game from the past 12 months and they will all share one thing in common: the use of texture maps (or just textures). This is such a common term that most people will conjure the same image, when thinking about textures: a simple, flat square or rectangle that contains a picture of a surface (grass, stone, metal, clothing, a face, etc).

But when used in multiple layers and woven together using complex arithmetic




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