overview of OpenGL
rendering details
decomposition of concave quadrilaterals
HP determines whether the concave quadrilateral will become
front-facing or back-facing prior to dividing the quadrilateral into
triangles. HP then divides the surface into two triangles between
vertices zero and two or one and three depending on the vertex causing
concavity.
vertices outside of a begin/end pair
HP's implementation of this specification is indeterminate as defined by
the OpenGL standard.
index mode dithering
If dithering is enabled in indexed visuals, 2D functions such as
glDrawPixels() and glBitmap() will not be dithered.
Chapter 1
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