Figure 12.22: MIPmapping requires one-third more texture memory.
Figure 12.23: Example of texture collaging.
Figure 12.24: Aligned versus tilted texture.
Figure 12.25: Monk character rendered three ways: cel-shaded, environment mapped, and bump mapped.
Chapter 13: Java Bindings to OpenGL (JOGL)
Figure 13.1: The first two letters are the library prefix, which is a common design in C APIs. gl means that the function is part of the gl library, vertex is the command, 3 gives the number of arguments for this function, f denotes that the arguments are of type float.
Chapter 14: Overlays and Menus Using JOGL
Figure 14.1: The more important members of the HComponent class.
Figure 14.2: The component types defined and used here.
Figure 14.3: The more important members of the HContainer class.
Figure 14.4: The more important members of the HContainerManager class.
Chapter 15: 3D Render Engine Using JOGL
Figure 15.1: Retained mode structures. RenderShape contains references to a float[] matrix, a VertexArraySet object, and an Appearance object.
Figure 15.2: Simple render engine structure.
Figure 15.3: Example static and dynamic VertexArraySets.