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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()