Graphics / Reference
Reference
[CONTENT: graphics.reference.intro]Rasterisation
- Line equation (slope–intercept) placeholder
- The digital line problem placeholder
- Which pixels form a line placeholder
- Pixel coordinate convention placeholder
- First-octant assumption placeholder
- Naïve line algorithm placeholder
- DDA line rasterisation placeholder
- Bresenham line rasterisation placeholder
- Bresenham error accumulator placeholder
- Bresenham with floating-point endpoints placeholder
- Lines in other octants placeholder
- Uses of a line algorithm placeholder
- Scanline fill placeholder
- Triangle rasterisation placeholder
- Edge intercepts via DDA placeholder
Transformations
- 2D affine transformations placeholder
- Deriving the rotation equations placeholder
- 2×2 matrix representation placeholder
- Objects transform vertex by vertex placeholder
- Homogeneous coordinates placeholder
- Translation as a matrix placeholder
- 3×3 transformation matrices placeholder
- Concatenating transformations placeholder
- Transformation non-commutativity placeholder
- Transforming about an arbitrary point placeholder
Pipeline
- Graphics pipeline placeholder
- OpenGL draw calls placeholder
- Vertex data, VAO and VBO placeholder
- Shader program creation and linking placeholder
- Uniform variables placeholder
- A 2D vertex shader placeholder
- The rasterizer stage placeholder
- A solid-colour fragment shader placeholder