answer: Read Sections 2-1 through sections 2-3 in your textbook. From reading, basically, you need to understand the following concepts in these sections. These include, refresh systems, frame (display) buffer, raster displays, resolution, refresh display files, passive matrix, active matrix, and run-length encoding.
Frame-buffer size for each of the systems is
640 × 480 × 12 bits ÷ 8 bits per byte = 450 KB
1280 × 1024 × 12 bits ÷ 8 bits per byte = 1920 KB
2560 × 2048 × 12 bits ÷ 8 bits per byte = 7680 KB
For 24 bits of storage per pixel, each of the above values is doubled.
Storage needed for the frame buffer is
(8 inch x 100 pixels/inch) × (10 inch x 100 pixels/inch) × 6 bits ÷ 8 bits per byte ≈ 486 KB
Total bits in the printer frame buffer is
8.5 × 11 × 300**2 ≈ 8.4 × 10**6 bits Therefore, loading time is
(8.4 × 10**6 bits) / (32 × 10**6 bps) ≈ 0.263 sec
The scan rate for each pixel row is
60 frames/sec × 1024 lines/frame = 61, 440 lines/sec
And the scan time is approximately 16.3 microseconds per scan line. (Scan time per
frame is 1/60 sec, or approximately 16.7 milliseconds.)
The OpenGL core library contains hardware-independent functions, such as those for
specifying primitives, attributes, geometric transformations, and three-dimensional viewing
parameters. The GLU library contains functions for some other, more specialized
operations, such as quadric-surface generation, B-spline surface generation, surface texture
mapping, two-dimensional viewing, and some three-dimensional viewing operations.
The GLUT library primarily provides hardware-dependent functions, such as those for
display-window management and for interacting with input devices, but it also contains
functions for generating various plane-surface, quadric-surface, and cubic-surface solids,
such as a cube, sphere, cone, or teapot.
The GL Utility graphics calls include:
glutInitWindowPosition (100, 125);
glutInitWindowSize (100, 75);