In this chapter, we have covered most of the groundwork to understand the workings of the computer and how the computer stores and displays simple graphics primitives. We have discussed the color model and how OpenGL employs the RGB mode to set pixel colors. We have also seen how to identify pixel coordinates and light up different points on the computer window using OpenGL. Finally we have learned how basic shapes are rasterized, anti-aliased and finally displayed on a grid of pixels. In the next chapter, we will explore how to construct and move the shapes around in our 2D world.


Pixel Color World Coordinate System Frame Buffer Color Table Stick Figure 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


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© Springer Science+Business Media, Inc. 2004

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