
Chapter
3
Renderers
N
ow that we have seen the basics for a graphics system, let us go through the
process of drawing geometric primitives in greater detail. Many of these details
are handled for you by the drivers that ship with hardware-accelerated graphics cards.
Some feedback was solicited from reviewers of the first edition of this book in order
to identify what improvements could be made. One of the comments was to focus less
on software rendering because graphics hardware is so abundant and most developers
will not be exposed to that type of detail when using a graphics API. I have taken the
opposite stance for three reasons:
1. Someone has to write ...