The other day I sent an email wondering how Java3D handles
hidden surface removal.  I have since realized that it probably
adopts the HSR algorithm of the low-level API for the specific
implementation that is selected (e.g. OpenGL and DirectX)--

This all made me wonder what information is out there about
how the low-level bindings to OpenGL and DirectX work.  
Is there a paper or something that describes what features of
the low-level API are used?  Or perhaps something of a general
conceptual overview of this process.

Thanks--

Alex

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