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Rendering, OpenGL, and Lighting - Caltech

Rendering, OpenGL, and Lighting - Caltech

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Buffers• Z-buffer– Store the (linearly interpolated) depth of eachpixel, in NDC– Don’t draw pixels if a nearer pixel has alreadybeen drawn– Easy method to ensure that further objects aren’tdrawn over nearer objects• Double buffering– Render to one buffer while the other is displayedonscreen– Swap buffers when done drawing

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