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using multiple graphics libraries, you can render complex images. opengl, which is an application programming interface (api), is provided by the video for windows applications. for this, it has become the program used to parse and render the latest 3d graphics. as a result, it is possible to allow the video game engine to render images to screen.
there are many extensions available, some of which are now deprecated. new extensions are usually submitted to the arb and approved by the arb. once approved, the extension is added to the list of extensions available in opengl. the latest version of the extension is downloaded automatically and it is enabled by default. the extension must be enabled before it can be used.
for a long time, the gzdoom port of zdoom was the only game available. it was very feature rich, and while the opengl renderer was not on par with the software renderer, it supported many features not found in the software renderer. the original engine, zdoom, was also available, but it was a little crippled, due to lack of a full opengl implementation.
opengl is used by a variety of different applications and video games, from low- to high-end systems. the specification of opengl is described by the khronos group, a consortium of companies and organizations. opengl can be used by 3d game developers, 3d graphics programmers, and 3d graphics hardware manufacturers.
the following sections describe the opengl specification and how it is used to create a 3d scene. the first step in opengl programming is to write a vertex shader. a vertex shader accepts a set of three-dimensional points as its input and generates a set of two-dimensional images on a single two-dimensional array of vertices. the vertices that are mapped to the same location in the two-dimensional array are stored in a group. this group is known as a vertex array object (vao).