Eventually they all get rendered as one of three types—points, lines, or triangles
- OpenGL Graphics Primitives
- from OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3, Eighth Edition
- Publisher: Addison-Wesley Professional
- Released: March 2013
Most primitive of the primitives... streamlining the rendering pipeline for these primitives mirrors the RISC philosophy (hardware supports few operations but does each one fast; more complex operations must be expressed in terms of these simple ones), which suits the SIMD / data parallelism model of graphics cards well.
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