Figures
Figure 1.1 Simplified graphics pipeline
Figure 1.2 Future Crew’s 1992 demo Unreal
Figure 2.1 The output of our first OpenGL application
Figure 2.2 Rendering our first point
Figure 2.3 Making our first point bigger
Figure 2.4 Our very first OpenGL triangle
Figure 3.1 Our first tessellated triangle
Figure 3.2 Tessellated triangle after adding a geometry shader
Figure 3.3 Clockwise (left) and counterclockwise (right) winding order
Figure 3.4 Result of Listing 3.10
Figure 3.5 Result of Listing 3.12
Figure 4.1 A point in space is both a vertex and a vector
Figure 4.2 The dot product — cosine of the angle between two vectors
Figure 4.3 A cross product returns a vector perpendicular to its parameters
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