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Basic Rendering in OpenGL

Written By
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Web Webster
Web Webster
Aug 13, 2010

“Objects and scenes that you create with OpenGL consist of
smaller, simpler shapes, arranged and combined in various and
unique ways. This chapter explores these building blocks of 3D
objects, called primitives, and the various ways you can combine
them on-screen.

“What You’ll Learn in This Chapter

* About the basic OpenGL rendering architecture
* How to use the seven OpenGL geometric primitives
* How to use stock shaders
* How to use uniforms and attributes
* How to submit geometry with the GLBatch helper class
* How to perform depth testing and back face culling
* How to draw transparent or blended geometry
* How to draw antialiased points, lines, and polygons

“If you’ve ever had a chemistry class (and probably even if you
haven’t), you know that all matter consists of atoms and all atoms
consist of only three things: protons, neutrons, and electrons. All
the materials and substances you have ever come into contact
with—from the petals of a rose to the sand on the
beach—are just different arrangements of these three
fundamental building blocks. Although this explanation is a little
oversimplified for almost anyone beyond the third or fourth grade,
it demonstrates a powerful principle: With just a few simple
building blocks, you can create highly complex and beautiful
structures.”

Complete
Story

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Web Webster

Web Webster

Web Webster has more than 20 years of writing and editorial experience in the tech sector. He’s written and edited news, demand generation, user-focused, and thought leadership content for business software solutions, consumer tech, and Linux Today, he edits and writes for a portfolio of tech industry news and analysis websites including webopedia.com, and DatabaseJournal.com.

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