Further reading ⇓
What is in the Core?
- Capabilities for specifying picture primitives in world coordinates.
(Since Model Transformations are not part of graphics core, this implies that the current position is in world coordinates.)
- State viewing transformations. For example:
- in 2-D we give a window and a viewport
- in 3-D we are involved with the viewer's position and line of sight as well.
Specifications here include how all primitives behave under clipping transform.
- A single level of segmentation. A segment is a collection of picture primitives. It can be created, extended,
deleted. Some or all of a segment's attributes can be dynamically modified.
- Attributes or modes. Several types.
- Interaction primitives.
Specifies input devices and their associated feedback on the screen (i.e., highlight, text echo) or otherwise (Picture Functions Keys light ?). Also control structures for the primitives ; i.e., if needed, things like enable/disable, event queue management.
- Control.
Dynamic assignment of display device? Forcing update on a storage tube?