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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()
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