The process of computing the color of a vertex based on current lights, material properties, and lighting-model modes.
A straight region of finite width between two vertices. (Unlike mathematical lines, OpenGL lines have finite width and length.) Each segment of a strip of lines is itself a line.
The perceived brightness of a surface. Often refers to a weighted average of red, green, and blue color values that gives the perceived brightness of the combination.
Build date: 3/6/2012