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Download Advanced Graphics Programming Techniques Using OpenGL by Tom McReynolds, David Blythe PDF

By Tom McReynolds, David Blythe

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Suppose a textured square is rendered as shown in the left of Figure 25. The texture is shown in the right. Consider the fragment that is shaded dark. Its ideal footprint is shown in the diagram of the texture as the dark inner region. But since the minification filter is isotropic, the actual footprint is forced to a square that encloses the dark region. A mipmap level will be chosen in which this square footprint is properly filtered for the fragment; in other words, a mipmap level will be selected in which the size of this square is closest to the size of the fragment.

The depth buffer is cleared, color buffer writes are enabled, and the polygon representing the clipping plane is now drawn using whatever material properties are desired, with the stencil function set to GL EQUAL and the reference value set to 1. This draws the color and depth values of the cap into the framebuffer only where the stencil values equal 1. Finally, stenciling is disabled, the OpenGL clipping plane is applied, and the clipped object is drawn with color and depth enabled. 6 Constructive Solid Geometry with the Stencil Buffer Before continuing, the it may help for the reader to be familiar with the concepts of stencil buffer usage presented in Section 14.

The tree formed by the binary CSG operators and their operands is known as the CSG tree. Figure 12 shows an example of a CSG tree and the resulting model. The representation used in CSG for solid objects varies, but we will consider a solid to be a collection of polygons forming a closed volume. “Solid”, “primitive”, and “object” are used here to mean the same thing. CSG objects have traditionally been rendered through the use of ray-casting, which is slow, or through the construction of a boundary representation (B-rep).

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