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The main differences among the routines are whether size and type are unique or must be specified. You might want to review this section after you've read Chapter 5 on lighting and Chapter 7 on display lists. To do this, you bracket each set of vertices between a call to glBegin and a call to glEnd. What kind of problem would you like to report? None of these subjects has anything to do with geometric objects in a direct way, but any program that draws geometric objects has to deal with these issues.
2.1 OpenGL Primitives
For example, a surface normal always has three components, so it is redundant to specify its size. Draws a series of quadrilaterals four-sided polygons beginning with v0, v1, v3, v2, then v2, v3, v5, v4, then v4, v5, v7, v6, and so on see Figure Setting all three components to 0.