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<a name="Graphics"></a>
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<p>
Next: <a href="Scripting.html#Scripting" accesskey="n" rel="next">Scripting</a>, Previous: <a href="Math.html#Math" accesskey="p" rel="prev">Math</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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<a name="Graphics-1"></a>
<h3 class="section">2.3 Graphics</h3>

<p>Chickadee aims to make hardware-accelerated graphics rendering as
simple and efficient as possible by providing high-level APIs that
interact with the low-level OpenGL API under the hood.  Anyone that
has worked with OpenGL directly knows that it has a steep learning
curve and a lot of effort is needed to render even a single triangle.
The Chickadee rendering engine attempts to make it easy to do common
tasks like rendering a sprite while also providing all of the building
blocks to implement additional rendering techniques.
</p>
<table class="menu" border="0" cellspacing="0">
<tr><td align="left" valign="top">&bull; <a href="Rendering-Engine.html#Rendering-Engine" accesskey="1">Rendering Engine</a>:</td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Rendering state management.
</td></tr>
<tr><td align="left" valign="top">&bull; <a href="Textures.html#Textures" accesskey="2">Textures</a>:</td><td>&nbsp;&nbsp;</td><td align="left" valign="top">2D images.
</td></tr>
<tr><td align="left" valign="top">&bull; <a href="Sprites.html#Sprites" accesskey="3">Sprites</a>:</td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Draw 2D images.
</td></tr>
<tr><td align="left" valign="top">&bull; <a href="Tile-Maps.html#Tile-Maps" accesskey="4">Tile Maps</a>:</td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Draw 2D tile maps.
</td></tr>
<tr><td align="left" valign="top">&bull; <a href="Lines-and-Shapes.html#Lines-and-Shapes" accesskey="5">Lines and Shapes</a>:</td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Draw line segments and polygons.
</td></tr>
<tr><td align="left" valign="top">&bull; <a href="Fonts.html#Fonts" accesskey="6">Fonts</a>:</td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Drawing text.
</td></tr>
<tr><td align="left" valign="top">&bull; <a href="Blending-and-Depth-Testing.html#Blending-and-Depth-Testing" accesskey="7">Blending and Depth Testing</a>:</td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Control how pixels are combined.
</td></tr>
<tr><td align="left" valign="top">&bull; <a href="Vertex-Arrays.html#Vertex-Arrays" accesskey="8">Vertex Arrays</a>:</td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Create 2D/3D models.
</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">Create custom GPU programs.
</td></tr>
<tr><td align="left" valign="top">&bull; <a href="Framebuffers.html#Framebuffers">Framebuffers</a>:</td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Render to texture.
</td></tr>
<tr><td align="left" valign="top">&bull; <a href="Viewports.html#Viewports">Viewports</a>:</td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Restrict rendering to
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