# Chapter 2

### Geometric Pipeline

### Lighting

- Final lighting equation
- Alternative final lighting equation
- operator ° represents componentwise multiplication
- Ambient Calculation
- Diffuse Calculation
- Specular Calculation
- Phong Equation
- Blinn Equation

- Spotlight Attenuation options (σ = 1.0 if not spotlight)

### Filtering and mipmapping methods

### Matrix Storage Methods

### Transformation Matrices

### Window Handedness

**OpenGL** thinks of the window coordinates as being right-handed. The origin (0, 0)
is the **lower-left** corner of the window. The x-values increase as you move from left
to right. The y-values increase as you move from bottom to top.

**Direct3D** thinks of the window coordinates as being left-
handed. The origin (0, 0) is the **upper-left** corner of the window. The x-values in-
crease as you move from left to right. The y-values increase as you move from top
to bottom