Chapter 19
Fixed-Functionality Pipelines
At the end of Chapter 4 about moving and shaping objects and manipulating the OpenGL camera, we said that it was like having got our driver’s license. It’s time now to look at the engine under the hood to understand the whole process, from ignition to motion. So in this chapter we are going to study graphics rendering pipelines – processes that transform a user-defined scene into an image on a raster display.
The particular topic of this chapter, though, is fixed-functionality pipelines where, once the programmer has specified the scene, she has little further say in the rendering process. In this category falls the first-generation synthetic-camera pipeline, which, in fact, our OpenGL programs thus far ...
Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Read now
Unlock full access