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-<title>Sly: Rendering</title>
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-<link href="API-Reference.html#API-Reference" rel="up" title="API Reference">
-<link href="Render-Combinators.html#Render-Combinators" rel="next" title="Render Combinators">
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-<a name="Rendering"></a>
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-<p>
-Next: <a href="Utilities.html#Utilities" accesskey="n" rel="next">Utilities</a>, Previous: <a href="Input.html#Input" accesskey="p" rel="prev">Input</a>, Up: <a href="API-Reference.html#API-Reference" accesskey="u" rel="up">API Reference</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html#Index" title="Index" rel="index">Index</a>]</p>
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-<hr>
-<a name="Rendering-1"></a>
-<h3 class="section">4.5 Rendering</h3>
-
-<p>Keeping with the theme of declarative and functional code, Sly&rsquo;s
-rendering module provide a purely functional interface to the
-imperative world of OpenGL. An abstraction on top of OpenGL known as
-&ldquo;render combinators&rdquo; provide a convenient way to describe and
-compose rendering pipelines.
-</p>
-<table class="menu" border="0" cellspacing="0">
-<tr><td align="left" valign="top">&bull; <a href="Render-Combinators.html#Render-Combinators" accesskey="1">Render Combinators</a>:</td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Purely functional rendering API.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Sprites.html#Sprites" accesskey="2">Sprites</a>:</td><td>&nbsp;&nbsp;</td><td align="left" valign="top">2D textured rectangles.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Textures.html#Textures" accesskey="3">Textures</a>:</td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Pixel arrays.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Fonts.html#Fonts" accesskey="4">Fonts</a>:</td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Font loading and text rendering.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Shapes.html#Shapes" accesskey="5">Shapes</a>:</td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Primitive 2D/3D shapes.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Cameras.html#Cameras" accesskey="6">Cameras</a>:</td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Defining a viewpoint.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Colors.html#Colors" accesskey="7">Colors</a>:</td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Pretty colors.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Framebuffers.html#Framebuffers" accesskey="8">Framebuffers</a>:</td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Offscreen rendering.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Shaders.html#Shaders" accesskey="9">Shaders</a>:</td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Programs that run on the GPU.
-</td></tr>
-</table>
-
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-</body>
-</html>