Chapter 7. Imaging with OpenGL

by Richard S. Wright Jr.



In the preceding chapters, you learned the basics of OpenGL’s acclaimed 3D graphics capabilities. Until now, all output has been the result of three-dimensional primitives being transformed and projected to 2D space and finally rasterized into the color buffer. However, OpenGL also supports reading and writing directly from and to the color buffer. This means image data can be read directly from the color buffer into your own memory buffer, where it can be manipulated or written to a file. This also means you can derive or read image data from a file and ...

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