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8dcb8601a2
Hopefully this is the first and last time we have to do this.
23 lines
1.4 KiB
Plaintext
23 lines
1.4 KiB
Plaintext
{\rtf1\ansi\ansicpg1253\deff0{\fonttbl{\f0\fnil\fcharset0 Arial;}}
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{\colortbl ;\red163\green21\blue21;\red0\green0\blue255;}
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{\*\generator Msftedit 5.41.21.2509;}\viewkind4\uc1\pard\cf1\lang1033\b\fs28 Introduction\b0\fs22\par
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\par
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This sample demonstrates the concept of "immediate mode" rendering, which was introduced in OpenGL 1.0.\par
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\par
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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
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\par
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Please note that immediate mode rendering is no longer supported in OpenGL 3.1 or higher.\par
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\b\fs28\par
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Controls\par
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\b0\fs22\par
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Press Esc or click the close button to exit.\par
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\par
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\b\fs28 Implementation\par
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\b0\fs22\par
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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
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\par
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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
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\par
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The DrawCube method shows how to render a simple, colored cube using immediate mode.\par
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}
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