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9 Coordinate Transforms The purpose of the OpenGL graphics processing pipeline is to convert three-dimensional descriptions of objects into a two-dimensional image that can be displayed. In many ways, this process is similar to using a camera to convert a real-world scene into a two-dimensional print. To accomplish the transformation from three dimensions to two, OpenGL defines several coordinate spaces and transformations between those spaces. Each coordinate space has some properties that make it useful for some part of the rendering process.

Error conditions can be detected by calling the glGetError function. 6 Processing Pipeline For the purpose of specifying the behavior of OpenGL, the various operations are defined to be applied in a particular order, so we can also think of OpenGL as a GRAPHICS PROCESSING PIPELINE. 5. 1 is a diagram of the so-called FIXED FUNCTIONALITY of OpenGL. This diagram shows the fundamentals of how OpenGL has worked since its inception. This is a simplified representation of how OpenGL still works. It attempts to show the main features of the OpenGL pipeline for the purposes of this overview.

A normal (non-stereo) 33 34 double-buffered window will have a front buffer and a back buffer. A single buffered window will have only a front buffer. If 3D objects are to be drawn with hidden-surface removal, a DEPTH BUFFER is needed. This buffer stores the depth of the displayed object at each pixel. As additional objects are drawn, a depth comparison can be performed at each pixel in order to determine whether the new object is visible or obscured. A STENCIL BUFFER is used to perform complex masking operations.

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