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()