I decided to write a bit about the programming aspect and how
components talk to each other. Maybe it'll shed some light on
certain areas. What does it take to even have that single image,
that you posted in your question, drawn on the screen? There are
many ways to draw a triangle on the screen. For simplicity,
let's assume no vertex buffers were used. (A vertex buffer is an
area of memory where you store coordinates.) Let's assume the
program simply told the graphics processing pipeline about every
single vertex (a vertex is just a coordinate in space) in a row.
But, before we can draw anything, we first have to run some
scaffolding. We'll see why later: // Clear The Screen And The
Depth Buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Reset The Current Modelview Matrix // Drawing Using Triangles
// Top Of Triangle (Front) glVertex3f( 0.0f, 1.0f, 0.0f); //
Left Of Triangle (Front) // Right Of Triangle (Front)
glVertex3f( 1.0f,-1.0f, 1.0f); // Done Drawing So what did that
do? When you write a p