After reading this chapter, you’ll be able to do the following:
• Understand how OpenGL processes and represents the colors in your generated images.
• Identify the types of buffers available in OpenGL, and be able to clear and control writing to them.
• List the various tests and operations on fragments that occur after fragment shading.
• Use alpha blending to render translucent objects realistically.
• Use multisampling and antialiasing to remove aliasing artifacts.
• Employ occlusion queries and conditional rendering to optimize rendering.
• Create and use framebuffer objects for advanced techniques, and to minimizing copying of data between buffers.
• Retrieve rendered images, ...