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Pixel check if stage has
Pixel check if stage has







pixel check if stage has
  1. #Pixel check if stage has full
  2. #Pixel check if stage has series

A particular hardware system might have more or fewer pixels on the physical screen as well as more or less color data per pixel. Since 24 bits translates to 3 bytes (8 bits/byte), the color buffer in this example has to store at least 3 bytes of data for each of the 1,310,720 (1280*1024) pixels on the screen.

#Pixel check if stage has full

Assume that the screen is 1280 pixels wide and 1024 pixels high and that it's a full 24-bit color screen - in other words, there are 224 (or 16,777,216) different colors that can be displayed. In general, pixel ( x, y) fills the region bounded by x on the left, x+1 on the right, y on the bottom, and y+1 on the top.Īs an example of a buffer, let's look more closely at the color buffer, which holds the color information that's to be displayed on the screen.

pixel check if stage has

A buffer that stores a single bit of information about pixels is called a bitplane.Īs shown in Figure 10-1, the lower-left pixel in an OpenGL window is pixel (0, 0), corresponding to the window coordinates of the lower-left corner of the 1 ´ġ region occupied by this pixel. Different buffers might contain different amounts of data per pixel, but within a given buffer, each pixel is assigned the same amount of data. Whenever data is stored uniformly for each pixel, such storage for all the pixels is called a buffer. To draw these pixels, you need to know what color they are, which is the information that's stored in the color buffer. If the tests and operations are survived, the fragment values are ready to become pixels.

#Pixel check if stage has series

Then each fragment undergoes a series of tests and operations, some of which have been previously described (See "Blending" in Chapter 6) and others that are discussed in this chapter.

pixel check if stage has

Each fragment has coordinate data which corresponds to a pixel, as well as color and depth values. After the rasterization stage (including texturing and fog), the data are not yet pixels, but are fragments. The screen is composed of a rectangular array of pixels, each capable of displaying a tiny square of color at that point in the image.

  • Use the accumulation buffer for such purposes as scene antialiasingĪn important goal of almost every graphics program is to draw pictures on the screen.
  • Perform dithering and logical operations.
  • Control the parameters of the scissoring, alpha, stencil, and depth-buffer tests that are applied to pixels.
  • Clear selected buffers and enable them for writing.
  • Understand what buffers make up the framebuffer and how they're used.
  • After reading this chapter, you'll be able to do the following:









    Pixel check if stage has