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24 Cards in this Set

  • Front
  • Back
saturation
maximum value of the corresponding primary between 0.0 and 1.0
RGBA
four color system, fourth value alpha treated as opacity or transparency
difference between opaque and transparent
opaque passes no light through it, transparent object passes light
glClearColor(1.0, 1.0, 1.0, 1.0)
sets color to white
direction of projection
replaces the center of projection with all projectors becoming parallel
viewing rectangle (clipped rectangle)
area of the world that we image
clipped out
objects outside the viewing rectangle
window
the rectangular area of the display
window (screen coordinates)
measurements of size of window
origin of window coordinates
(0, 0, 0)
aspect ratio
ratio of the rectangle's width to its height
viewport
rectangular area of the display window
Events
changes detected by the OS and include such actions as keyboard, mouse, or icon
event queue
where events are stored as they occur
callback
function associated with a specific type of event (e.g. keyboard event, mouse event)
display callback
generated when the application program or OS determines that the graphics in the window need to be redrawn
vertex-array object
allows you to bundle data associated with a vertex array
glFlush
ensures all data is rendered as soon as possible
buffer object
placed on the GPU to place data for object
only information that goes in buffer object is.....
location of each point
vertex shader
passes the vertex's location to the rasterizer
fragment shader
outputs a color for a fragment unless fragment is to be discarded
typical application contains three distinct parts....
1. application program
2. vertex shader
3. fragment shader
program object
object used to hold shaders and two shader objects, one for each type of shader