Stipples are desired for pattern fillings and
transparency effects. In contrast, some graphics standards, including
OpenGL ES 1.1 and 2.0, omitted this feature. We represent details of
providing line stipples and polygon stipples, through combining
texture mapping and alpha blending functions. We start from the
OpenGL-specified stipple-related API functions. The details of
mathematical transformations are explained to get the correct texture
coordinates. Then, the overall algorithm is represented, and its
implementation results are followed. We accomplished both of line
and polygon stipples, and verified its result with conformance test
routines.
[1] M. Segal and K. Akeley, The OpenGL Graphics System: A Specification,
Version 2.1, Dec 2006.
[2] J. D. Mulder, F. C. A. Groen, and J. J. van Wijk, "Pixel Masks for
Screen-Door Transparency", Proc. of VIS-98, 1998.
[3] D. Blythe, OpenGL ES Common/Common-Lite Profile Specification,
Khronos Group, 2007.
[4] A. Munshi and J. Leech, OpenGL ES Common Profile Specification,
Version 2.0.24 (Full Specification), Apr 2009.
[5] OpenGL SC Conformance Test Suites, http://www.khronos.org/openglsc.
[1] M. Segal and K. Akeley, The OpenGL Graphics System: A Specification,
Version 2.1, Dec 2006.
[2] J. D. Mulder, F. C. A. Groen, and J. J. van Wijk, "Pixel Masks for
Screen-Door Transparency", Proc. of VIS-98, 1998.
[3] D. Blythe, OpenGL ES Common/Common-Lite Profile Specification,
Khronos Group, 2007.
[4] A. Munshi and J. Leech, OpenGL ES Common Profile Specification,
Version 2.0.24 (Full Specification), Apr 2009.
[5] OpenGL SC Conformance Test Suites, http://www.khronos.org/openglsc.
@article{"International Journal of Information, Control and Computer Sciences:64356", author = "Nakhoon Baek", title = "An Implementation of Stipple Operations", abstract = "Stipples are desired for pattern fillings and
transparency effects. In contrast, some graphics standards, including
OpenGL ES 1.1 and 2.0, omitted this feature. We represent details of
providing line stipples and polygon stipples, through combining
texture mapping and alpha blending functions. We start from the
OpenGL-specified stipple-related API functions. The details of
mathematical transformations are explained to get the correct texture
coordinates. Then, the overall algorithm is represented, and its
implementation results are followed. We accomplished both of line
and polygon stipples, and verified its result with conformance test
routines.", keywords = "Stipple operation, OpenGL ES, Implementation.", volume = "7", number = "2", pages = "267-3", }