Geometric Primitives Flashcards
Use this primitive type to render mathematical points. OpenGL renders a point for each vertex specified.
GL_POINTS
Use this primitive to draw unconnected line segments.
GL_LINES
draws a line segment for each group of
two vertices
Use this primitive to draw a sequence of connected line segment
GL_LINE_STRIP
Use this primitive to close a line strip
GL_LINE_LOOP
renders this primitive like a GL_LINE_STRIP with the addition of a closing line segment between the final and first vertices
GL_LINE_LOOP
Parameter pattern is used to reference a
16-bit integer
OpenGL renders this primitive like a GL_LINE_STRIP with the addition of a closing line segment between the final and first vertices.
GL_LINE_LOOP
Sets the fixed width of lines
gLineWidth()
specifies how many times each bit in the pattern is to be repeated before the next bit in the pattern is applied.
repeatFactor
Before a line can be displayed in the current line-style pattern, we mustactivate the line-style feature of OpenGL
True
Use this primitive to draw individual triangles. OpenGL renders a triangle for each group of three vertices.
GL_TRIANGLES
to draw a single filled convex n-gon primitive.
GL_POLYGON
If n is less than 3, OpenGL renders nothing.
GL_POLYGON
Use this primitive to draw a sequence of triangles that share edges. OpenGL renders a triangle using the first, second, and third vertices, and then another using the second, third, and fourth vertices, and so on.
GL_TRIANGLE_STRIP
Use this primitive to draw a fan of triangles that share edges and also share a vertex. Each triangle shares the first vertex specified.
GL_TRIANGLE_FAN
Use this primitive to draw individual convex quadrilaterals. OpenGL renders a quadrilateral for each group of four vertices.
GL_QUADS
If the application specifies n vertices, OpenGL renders n/4 quadrilaterals. If n isn’t a multiple of 4, OpenGL ignores the excess vertices.
GL_QUADS
Use this primitive to draw a sequence of quadrilaterals that share edges. If the application specifies a sequence of vertices v, OpenGL renders a quadrilateral using v0, v1, v3, and v2; another quadrilateral using v2, v3, v5, and v4; and so on.
GL_QUAD_STRIP
((1.0, 1.0, 1.0) is
white
((0.0, 0.0, 0.0) is
black
Fourth component = opacity 1.0 is
opaque
Fourth component = opacity 0.0 is
transparent