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

by Richard S. Wright Jr.

WHAT YOU’LL LEARN IN THIS CHAPTER:

Image

In the preceding chapters, we have covered most of the basic OpenGL rendering techniques and technologies. With this knowledge, there are few 3D scenes you can envision that cannot be realized using only the first half of this book. Getting a detailed image onscreen, however, must often be balanced with the competing goal of performance. For some applications it may be perfectly acceptable to wait for several seconds or even minutes for a completed image to be rendered. For most real-time applications, however, the goal ...

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