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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
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<!-- Copyright (C) 2017, 2018, 2019 David Thompson davet@gnu.org
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* Chickadee: (chickadee). Game programming toolkit for Guile.
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<title>Graphics (The Chickadee Game Toolkit)</title>
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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> [<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">• <a href="Textures.html#Textures" accesskey="1">Textures</a>:</td><td> </td><td align="left" valign="top">2D images.
</td></tr>
<tr><td align="left" valign="top">• <a href="Sprites.html#Sprites" accesskey="2">Sprites</a>:</td><td> </td><td align="left" valign="top">Draw 2D images.
</td></tr>
<tr><td align="left" valign="top">• <a href="Tile-Maps.html#Tile-Maps" accesskey="3">Tile Maps</a>:</td><td> </td><td align="left" valign="top">Draw 2D tile maps.
</td></tr>
<tr><td align="left" valign="top">• <a href="Lines-and-Shapes.html#Lines-and-Shapes" accesskey="4">Lines and Shapes</a>:</td><td> </td><td align="left" valign="top">Draw line segments and polygons.
</td></tr>
<tr><td align="left" valign="top">• <a href="Fonts.html#Fonts" accesskey="5">Fonts</a>:</td><td> </td><td align="left" valign="top">Drawing text.
</td></tr>
<tr><td align="left" valign="top">• <a href="Particles.html#Particles" accesskey="6">Particles</a>:</td><td> </td><td align="left" valign="top">Pretty little flying pieces!
</td></tr>
<tr><td align="left" valign="top">• <a href="Blending.html#Blending" accesskey="7">Blending</a>:</td><td> </td><td align="left" valign="top">Control how pixels are combined.
</td></tr>
<tr><td align="left" valign="top">• <a href="Framebuffers.html#Framebuffers" accesskey="8">Framebuffers</a>:</td><td> </td><td align="left" valign="top">Render to texture.
</td></tr>
<tr><td align="left" valign="top">• <a href="Viewports.html#Viewports" accesskey="9">Viewports</a>:</td><td> </td><td align="left" valign="top">Restrict rendering to a particular area.
</td></tr>
<tr><td align="left" valign="top">• <a href="Rendering-Engine.html#Rendering-Engine">Rendering Engine</a>:</td><td> </td><td align="left" valign="top">Rendering state management.
</td></tr>
<tr><td align="left" valign="top">• <a href="Buffers.html#Buffers">Buffers</a>:</td><td> </td><td align="left" valign="top">Send data to the GPU.
</td></tr>
<tr><td align="left" valign="top">• <a href="Shaders.html#Shaders">Shaders</a>:</td><td> </td><td align="left" valign="top">Create custom GPU programs.
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