Chapter 11. It's All About the Pipeline: Faster Geometry Throughput

by Richard S. Wright, Jr.

WHAT YOU'LL LEARN IN THIS CHAPTER:

How To

Functions You'll Use

Assemble polygons to create 3D objects

glBegin/glEnd/glVertex

Optimize object display with display lists

glNewList/glEndList/glCallList

Store and transfer geometry more efficiently

glEnableClientState/

 

glDisableClientState/

 

glVertexPointer/glNormalPointer/

 

glTexCoordPointer/glColorPointer/

 

glEdgeFlagPointer/

 

glFogCoordPointer/

 

glSecondaryColorPointer/

 

glArrayElement/glDrawArrays/

 

glInterleavedArrays

Reduce geometric bandwidth

glDrawElements/

 

glDrawRangeElements/

 

glMultiDrawElements

In the preceding chapters, we covered the basic OpenGL rendering techniques and technologies. Using this knowledge, there ...

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