Chapter 4. Rendering Primitives 27 1In This Chapter 27 2The GrVertex Structure 27 3Clipping 27 4Triangles 28 1Clipping a Triangle 29 5Points 31 Example Rendering Primitives.1 A thousand points of light. 31 6Lines 31 7Convex Polygons 31 8Backface Culling 33 9Anti-aliasing 34 Example Rendering Primitives.2 Drawing an anti-aliased triangle. 37 Chapter 5. Color and Lighting 39 1In This Chapter 39 2Specifying Colors 39 3Dithering 39 4The Color Combine Unit 40 Example Color and Lighting.1 Drawing a constant color triangle. 43 Example Color and Lighting.2 Drawing a flat-shaded triangle. 43 Example Color and Lighting.3 Drawing a smooth-shaded triangle. 45 Example Color and Lighting.4 Drawing a flat-shaded textured triangle. 45 Example Color and Lighting.5 Drawing a smooth-shaded textured triangle. 45 Example Color and Lighting.6 Drawing a smooth-shaded triangle with specular lighting. 46 Example Color and Lighting.7 Drawing a smooth-shaded textured triangle with specular highlights. 46 Example Color and Lighting.8 Drawing a smooth-shaded triangle with monochrome diffuse and colored specular lighting. 46 1Other Color Combine Options 47 5Gamma Correction 47 Chapter 6. Using the Alpha Component 49 1In This Chapter 49 2Specifying Alpha 49 3The Alpha Combine Unit 49 4Alpha Buffering 51 5Alpha Blending 52 Example Using the Alpha Component.1 Blending two images, part I. 53 Example Using the Alpha Component.2 Blending two images, part II. 54 Example Using the Alpha Component.3 A compositing example. 56 Chapter 7. Depth Buffering 57 1In This Chapter 57 2Enabling Depth Buffering 57 3The Depth Test 58 4Fixed Point z Buffering 59 Example Depth Buffering.1 Configuring a z buffer. 59 5Floating Point w Buffering 60 Example Depth Buffering.2 Configuring a w buffer. 60 6Establishing a Depth Bias 61 Example Depth Buffering.3 Using a depth bias. 61 7An Example: Hidden Surface Removal 61 Example Depth Buffering.4 Hidden surface removal using a z buffer. 62