Chapter 4. Color, Pixels, and Framebuffers

Chapter Objectives

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, ...

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