CHAPTER20Pipeline Operation
At the end of Chapter 4 about moving and shaping objects and manipulating the OpenGL camera, we said that it was like having gotten our animator's driver's license. It's time now to look under the hood to understand the whole process, from ignition to motion. So, this chapter is about graphics rendering pipelines – processes that transform a user-defined scene into an image on a raster display.
To avoid inessential complexity, we limit ourselves here to fixed-function pipelines where, once the programmer has specified the scene, she has little further say in the rendering process. OpenGL's synthetic-camera pipeline in its pre-shader (i.e., pre-programmable) form falls in this category. The basic ray tracing pipeline, ...
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