The three chapters in this section discuss tools for creating higher-order primitives, maintaining surface topology when primitives are adjacent, and approximating a surface with a set of triangles, which define OpenGL primitives suitable for rendering.
Chapter 9, “Higher-Order Geometric Primitives and Discrete Meshes” discusses OpenGL Optimizer representations (reps), such as opScalar or opCuboid.
Chapter 10, “Creating and Maintaining Surface Topology” explains the opTopo, opBoundary, and opSolid classes.
Chapter 11, “Rendering Higher-Order Primitives: Tessellators” explores different tessellators available in OpenGL Optimizer.