{\rtf1\ansi\ansicpg1253\deff0{\fonttbl{\f0\fnil\fcharset0 Arial;}} {\colortbl ;\red163\green21\blue21;\red0\green0\blue255;} {\*\generator Msftedit 5.41.21.2509;}\viewkind4\uc1\pard\cf1\lang1033\b\fs28 Introduction\b0\fs22\par \par This sample demonstrates the concept of "immediate mode" rendering, which was introduced in OpenGL 1.0.\par \par Immediate mode is the simplest way to render geometry in OpenGL. It is also the slowest by far, which makes it unsuitable for applications concerned about performance.\par \par Please note that immediate mode rendering is no longer supported in OpenGL 3.1 or higher.\par \b\fs28\par Controls\par \b0\fs22\par Press Esc or click the close button to exit.\par \par \b\fs28 Implementation\par \b0\fs22\par Immediate mode rendering takes place within a GL.Begin()-GL.End() region. GL.Begin() takes a BeginMode parameter than marks the kind of primitives to emit (points, lines, triangles, quads); GL.Vertex, GL.Normal, GL.Color, GL.TexCoords emit the specified vertex attribute; GL.End() marks the end of the immediate mode region.\par \par See {\field{\*\fldinst{HYPERLINK "http://www.opentk.com/doc/chapter/2/opengl/geometry/primitives"}}{\fldrslt{\ul\cf2 http://www.opentk.com/doc/chapter/2/opengl/geometry/primitives}}}\f0\fs22 for more information on geometric primitives.\par \par The DrawCube method shows how to render a simple, colored cube using immediate mode.\par }