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Chapter 3

Geometry


In the previous chapter, we surveyed some of the basic features of OpenGL. This chapter will fill in details about the geometric aspects of OpenGL. It will cover the full range of geometric primitives and the various ways of specifying them, and it will cover geometric transformations in more depth, including some of the mathematics behind them.

So far, everything that we have covered is part of OpenGL 1.1, and so should be universally available. This chapter will introduce some features that were introduced in later versions. It will explain why you might want to use those features and how you can test for their presence before you use them.


Contents of Chapter 3:


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