Chapter 3Basic Rendering

by Richard S. Wright, Jr.

What You’ll Learn in this Chapter:

• About the basic OpenGL rendering architecture

• How to use the seven OpenGL geometric primitives

• How to use stock shaders

• How to use uniforms and attributes

• How to submit geometry with the GLBatch helper class

• How to perform depth testing and back face culling

• How to draw transparent or blended geometry

• How to draw antialiased points, lines, and polygons

If you’ve ever had a chemistry class (and probably even if you haven’t), you know that all matter consists of atoms and all atoms consist of only three things: protons, neutrons, and electrons. All the materials and substances you have ever come into contact with—from the petals of a rose to the ...

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