A mode in which OpenGL determines whether certain user-identified graphics primitives are rendered into a region of interest in the frame buffer. Specular Highlights . Application of specular highlights after texturing for more realistic lighting effects. Stencil planes . A buffer used to mask individual pixels in the color frame buffer.
Texture coordinate edge clamping to avoid blending border and image texels during texturing.
Texture mapping . The process of applying an image to a graphics primitive. This technique is used to generate realism in images. Three Dimensional Texturing . The ability to change the rotation, size, and perspective of an object in 3D coordinate space.