D3D Lighting + Texture
This demo shows the D3D lighting + texture. More accurately, you should name such texture as diffuse map. There are a lots of map exist, not only diffuse map. Like specular map, cube map or environment map, normal map, light maps, shadow map or depth map, mask map, decal map and even customize maps. Those maps are not only RGBA color data blocks but also a two dimension data array that could be accessed by GPU. With the advanced pixel shader technology(Maybe vertex shader could access texture sooner), you could even define your own map and do access your own data from such texture, then do some operation with those textures. For example, there is a HW Ray Trace demo on the OpenGL official web site that use texture to save vertex position, of course the texture format was R32G32B32A32 instead of R8G8B8A8.
The full source code could be download from here.
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