Chapter 12Advanced Geometry Management

by Graham Sellers

What You’ll Learn in this Chapter:

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In this chapter, we go over some of the more advanced features of OpenGL related to geometry management. This includes figuring out what got rendered and getting information back from OpenGL about the amount of geometry it processed. A way of storing the intermediate results of rendering for later is covered, and we talk about how to synchronize two OpenGL contexts so that one context can consume data produced by the other. We see how to manage our own geometry data in the graphics card’s memory and how to control the way that OpenGL processes batch primitives ...

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