As a software interface for graphics hardware, the main purpose of OpenGL is to render two- and three-dimensional objects into a framebuffer. These objects are described as sequences of vertices (that define geometric objects) or pixels (that define images). OpenGL performs several processes on this data to convert it to pixels to form the final desired image in the framebuffer.
作为一个图形硬件的软件接口,其主要目的是将二维和三维对象渲染到帧缓存中。OpenGL对这些数据进行几个处理,将其转换为像素,从而在帧缓存中形成最终需要的图像。
The following topics present a global view of how OpenGL works:
以下主题展示了OpenGL如何工作的全局视图:
1. Primitives and Commands discusses points, line segments, and polygons as the basic units of drawing; and the processing of commands.
语和命令讨论点、线段和多边形作为绘图的基本单元;以及命令的处理。
2. OpenGL Graphic Control describes which graphic operations OpenGL controls and which it does not control.
图形控件描述OpenGL控制哪些图形操作以及不控制哪些图形操作。
3. Execution Model discusses the client/server model for interpreting OpenGL commands.
执行模型讨论用于解释OpenGL命令的客户机/服务器模型。
4. Basic OpenGL Operationgives a high-level description of how OpenGL processes data to produce a corresponding image in the framebuffer.
基本OpenGL操作提供了OpenGL如何处理数据以在帧缓存中生成相应图像的高级描述。
5. OpenGL Function Namesdescribes the naming conventions used in OpenGL.
OpenGL函数名描述了OpenGL中使用的命名约定。