Chapter 11. It's All About the Pipeline: Faster Geometry Throughput
by Richard S. Wright, Jr.
WHAT YOU'LL LEARN IN THIS CHAPTER:
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Assemble polygons to create 3D objects |
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Optimize object display with display lists |
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Store and transfer geometry more efficiently |
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In the preceding chapters, we covered the basic OpenGL rendering techniques and technologies. Using this knowledge, there ...
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