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Using Peak-Performance Primitives
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16 Tuning Your OpenGL
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16.4.4 Clearing the Color
16.5 Rendering Geometry Efficiently
Using Peak-Performance Primitives
16.5.2 Using Vertex Arrays
16.5.3 Using Display Lists
16.5.4 Balancing Polygon Size and Pixel Operations
David Blythe
Thu Jul 17 21:24:28 PDT 1997