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authorKyle K <kylek389@gmail.com>2010-10-14 00:02:23 -0500
committerKamil Kaminski <kamilkss@gmail.com>2010-10-14 00:02:23 -0500
commit16010eaddb9e6497f4523d639f25b65c96b597ca (patch)
tree57a2b16ed70a8498f78ac7689e207e52029e8766
parent4836c389de45644b97a9e6769617921030301119 (diff)
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Add GL_todo.txt file
-rw-r--r--sdl/GL_notes.txt44
-rw-r--r--sdl/GL_todo.txt9
2 files changed, 44 insertions, 9 deletions
diff --git a/sdl/GL_notes.txt b/sdl/GL_notes.txt
new file mode 100644
index 0000000..c4d71fe
--- /dev/null
+++ b/sdl/GL_notes.txt
@@ -0,0 +1,44 @@
+Performance
+- Depth Testing, aka Z-buffer
+- Culling: don't render what you can't see
+
+Terms
+- Winding: by default, primitives that follow in CCW fashion are front facing
+
+Projections
+- Orthographic: glOrtho(), define visibility in a *volume*
+- Perspective: gluPerspective()
+
+Transformations
+- Viewing: specifies the location of the viewer or camera (must be specified first)
+- Modeling: moves objects around the scene
+- Modelview: describes the duality of viewing and modeling transformations
+- Projection: sizes and reshapes the viewing volume (squishing 3D data down into 2D)
+- Viewport: a pseudo-transformation that scales the final output to the window
+
+Matrices
+- Modelview
+- Projection
+- Texture
+
+Buffers
+- Color Buffer
+- Depth Buffer, aka Z-buffer
+- Stencil Buffer
+- Multisampling Buffer
+- Accumulation Buffer: this buffer allows you to render to the color buffer, and
+ then instead of displaying the results in the window, copy the contents of the
+ color buffer to the accu-mulation buffer.
+- Front Buffer
+- Back Buffer
+
+Terms
+ - Dithering: simulate displaying wider range of colors on on systems with small
+ amount of colors
+ - Texture Filtering: process of calculating color fragments from a stretched or
+ shrunken texture map
+
+OBJ Loader
+- glGenTextures()
+- glBindTextures()
+
diff --git a/sdl/GL_todo.txt b/sdl/GL_todo.txt
index aea6032..99a114f 100644
--- a/sdl/GL_todo.txt
+++ b/sdl/GL_todo.txt
@@ -13,12 +13,3 @@ todo:
- GL error checking and extensions
- split SDL
-notes:
-- texture matrix!?
-- texture filtering: process of calculating color fragments from a stretched or
- shrunken texture map
-
-obj loader:
-- glGenTextures()
-- glBindTextures()
-