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📁 OpenGl红宝书
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   <TITLE>Chapter 10 - OpenGL Programming Guide (Addison-Wesley Publishing Company)</TITLE>
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<H1>
Chapter 10<BR>
The Framebuffer</H1>
<B>Chapter Objectives</B>
<P>After reading this chapter, you'll be able to do the following:
<UL>Understand what buffers make up the framebuffer and how they're used
<BR>&nbsp;
<P>Clear selected buffers and enable them for writing
<BR>&nbsp;
<P>Control the parameters of the scissoring, alpha, stencil, and depth-buffer
tests that are applied to pixels
<BR>&nbsp;
<P>Perform dithering and logical operations
<BR>&nbsp;
<P>Use the accumulation buffer for such purposes as scene antialiasing</UL>
An important goal of almost every graphics program is to draw pictures
on the screen. The screen is composed of a rectangular array of pixels,
each capable of displaying a tiny square of color at that point in the
image. To draw these pixels, you need to know what color they are, which
is the information that's stored in the color buffer. Whenever data is
stored uniformly for each pixel, such storage for all the pixels is called
a buffer. Different buffers might contain different amounts of data per
pixel, but within a given buffer, each pixel is assigned the same amount
of data. A buffer that stores a single bit of information about pixels
is called a bitplane.
<P>As shown in Figure 10-1 , the lower left pixel in an OpenGL window is
pixel (0, 0), corresponding to the window coordinates of the lower left
corner of the 1 

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