What is 2D OpenGL®?

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Open Graphics Library® (OpenGL®) is primarily a programming interface that allows software applications to interact with graphics hardware and quickly and efficiently create a three -dimensional (3D) scene. Using two -dimensional (2D) programming techniques OpenGL®, the hardware acceleration provided by the library can increase performance and sometimes ease of programming software that does not necessarily use 3D models or transformations. The most common method of using 2D OpenGL® is to draw quads or rectangles that are textured with a picture and effectively create an object in 3D space outside the image. Once these quadrilaterals are determined, it is possible to handle strict 2D methods or be transformed by 3D nuts for special effects that would otherwise be difficult to do with only 2D raster graphics. There are some complications that the use of the 3D library brings when employing only for 2D graphics, including hyper-spicyRU 3D hardware for a program that may not really require it.

Many hardware and software developers provide drivers and their own abstract programming interface (API) that make their specific products fully compatible with the OpenGL® library. This widespread acceptance of the open standard gives programmers a way to directly access hardware on a large number of systems. The hardware acceleration provided when using 2D OpenGL® may allow the program to operate smoothly than it would otherwise be possible. This speed is balanced by the fact that the use of OpenGL® pipes for graphics can be very different from using traditional 2D programming methods that generally do not use the status machine model as OpenGL®.

Most 2D OpenGL® programs use flat rectangles that are crazy in the same proportions as the texture image to display graphics. This has the advantage that very quicklyResli, as well as simplifying programming, so it uses a part of the same logic as the puffed graphics based on raster. Some effects, such as image scaling, image rotation or image conversion, can actually be done much more efficiently using OpenGL®.

There are certain factors that can cause OpenGL® 2D programs to be more complex than other 2D programs. One of these factors is the accuracy of pixels on the display. OpenGL® does not equal one part of the virtual coordinate system per pixel on the screen, such as raster graphics, so the number with moving point is sometimes used for screen coordinates to prevent spaces in the display or strange pixels.

Another problem is that OpenGL® requires the use of a graphics card to increase the rendering rate. If the application uses OpenGL® to display intokno erface or system, then a device that does not have graphic acceleration could suffer a loss of power for graphics that could be for the end uFalling a nourishing. Also, OpenGL does not provide any native support to display text, which means that the display of large areas of the text could require a fair amount of your own code.

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