Computer-generated animation in film and television, as well as state-of-the-art video games, features realistic water, fire, and other natural effects. Many people new to computer graphics are astounded to learn that these realistic and complex models are simple triangles and pixels as far as computer graphics hardware is concerned. OpenGL is often referred to as a low-level API because of its minimal support for higher-order primitives, data structures such as scene graphs, or support for loading 2D image files or 3D model files. Instead, OpenGL focuses on rendering low-level primitives efficiently and with a variety of basic, yet flexible, rendering features. As a result of this "tools not rules" approach, OpenGL is the preferred low-level API for a variety of middle-ware and applications that feature higher-order primitives, scene graph data structures, and file loaders. In this chapter, OpenGL® Distilled covers the OpenGL primitive types and how to control their appearance with several basic rendering features. What You'll LearnThis chapter covers the following aspects of primitive rendering:
What You Won't LearnBecause this book presents only OpenGL's most essential commands, several aspects of primitive rendering aren't covered in this chapter:
Though useful in many rendering circumstances, these features aren't essential for OpenGL programming. If your application requires this functionality, see OpenGL® Programming Guide, OpenGL® Reference Manual, and OpenGL® Shading Language. |