Table of Contents Glide Programming Guide


Chapter 4. Rendering Primitives 27



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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

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