What is OpenGL®?
OpenGL® is a block of executable code that is called from the computer program using the function name and any associated parameters. The functional parameter is a certain variable or information that needs to be added after the OpenGL® function for the action control that will be done. OpenGL® has a large range of features used to draw, handling and rendering the three -dimensional (3D) scenes and to change the values of various variables that can affect the appearance or speed of rendering. All functions in the OpenGL® Library Library use a strict naming convention that describes what parameters are expected and in what library the function is contained. The first part is called the prefix and indicates the library to which the function belongs. For basic functions, this prefix is "GL" that stands "graphics library". Other prefixes include "glut" for "Graphics Library Utility Tools" and two -letter codes that represent graphic hardware manufacturers that require special features for their specific cardsto access functions unavailable to other devices.
The second part of the OpenGL® function is the name itself. This may refer directly to the value to be changed or to accept the action. The examples of a part of the function name include "Color", "Vertex", "Clear" and "Deletetextures". The name immediately monitors the prefix and is usually capitalized to distinguish it from the prefix and make the code more readable.
The third element of the OpenGL® function is the number of parameters that the function receives. These can also be called arguments. This is just a number. A function that requires three arguments will have a number 3 in this position, Directly after the function name.
The final element of the OpenGL® function is the data type variable expected as a parameter. This is an abbreviation that helps to remind the programmer what data is expected, and also allows one function to have more predictable variations that accept the arguments of another data tYPU. Examples of this are "f" for the number with a moving part, "I" for the integer or "B" for the byte.
According to these rules, the full name of the OpenGL® function would be to create a point of the peak to the 3D location defined in the floating points "Glvertex3f". The functions can be logically changed to accept integers simply by adjusting the last part, so it reads Glvertex3i. One part of the success of OpenGL® is strict adherence to standards, such as conventions of functions.