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Part: I Classic OpenGL > It's All About the Pipeline: Faster Geometry Throughpu...

Chapter 11. It's All About the Pipeline: Faster Geometry Throughput

by Richard S. Wright, Jr.

WHAT YOU'LL LEARN IN THIS CHAPTER:

How ToFunctions You'll Use
Assemble polygons to create 3D objectsglBegin/glEnd/glVertex
Optimize object display with display listsglNewList/glEndList/glCallList
Store and transfer geometry more efficientlyglEnableClientState/
 glDisableClientState/
 glVertexPointer/glNormalPointer/
 glTexCoordPointer/glColorPointer/
 glEdgeFlagPointer/
 glFogCoordPointer/
 glSecondaryColorPointer/
 glArrayElement/glDrawArrays/
 glInterleavedArrays
Reduce geometric bandwidthglDrawElements/
 glDrawRangeElements/
 glMultiDrawElements


In the preceding chapters, we covered the basic OpenGL rendering techniques and technologies. Using this knowledge, there are few 3D scenes you can envision that cannot be realized using only the first half of this book. Now, however, we turn our attention to the techniques and practice of rendering complex geometric models using your newfound knowledge of OpenGL rendering capabilities.

We begin with a basic overview of the many complex models assembled from simpler pieces. We then progress to some new OpenGL functionality that helps you more quickly move geometry and other OpenGL commands to the hardware renderer (graphics card). Finally, we introduce you to some higher level ideas to eliminate costly drawing commands and geometry that is outside your field of view.


  

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