.LP
The renderer components, in order, are listed in the following table.
The abbreviation
"draw." means that the default value is determined from the drawable
at the time a \fBPEXBeginRendering\fP request is executed.
.LP
.ID
.ta 0.5i 2.4i 3.8i
	\fBAttribute Name	Data Type	Default Value\fP
.ta
.ta 0.5i 2.2i 4.0i
	pipeline_context	PIPELINE_CONTEXT_ID	\fINull\fP
	current_path	LISTofELEMENT_REF	\fINull\fP
	renderer_state	RENDERER_STATE	\fIIdle\fP
	marker_bundle	LOOKUP_TABLE_ID	\fINull\fP
	text_bundle	LOOKUP_TABLE_ID	\fINull\fP
	line_bundle	LOOKUP_TABLE_ID	\fINull\fP
	interior_bundle	LOOKUP_TABLE_ID	\fINull\fP
	edge_bundle	LOOKUP_TABLE_ID	\fINull\fP
	view_table	LOOKUP_TABLE_ID	\fINull\fP
	color_table	LOOKUP_TABLE_ID	\fINull\fP
	depth_cue_table	LOOKUP_TABLE_ID	\fINull\fP
	light_table	LOOKUP_TABLE_ID	\fINull\fP
	color_approx_table	LOOKUP_TABLE_ID	\fINull\fP
	pattern_table	LOOKUP_TABLE_ID	\fINull\fP
	text_font_table	LOOKUP_TABLE_ID	\fINull\fP
	highlight_inclusion	NAME_SET_ID	\fINull\fP
	highlight_exclusion	NAME_SET_ID	\fINull\fP
	invisibility_inclusion	NAME_SET_ID	\fINull\fP
	invisibility_exclusion	NAME_SET_ID	\fINull\fP
	HLHSR_mode	HLHSR_MODE	1
	NPC_subvolume	NPC_SUBVOLUME	(0,0,0),(1,1,1)
	viewport	VIEWPORT	draw.
.ta
.DE
.LP
The attributes of the renderer resource are defined as follows:

.Bl "pipeline_context_id"
This attribute specifies the resource id of the pipeline context
from which initial rendering pipeline attribute values will be copied whenever
a \fBPEXBeginRendering\fP request is executed.

.Bl "current_path"
This attribute contains a list of element references for
keeping track of paths for client-side traversal.

.Bl "renderer_state"
This attribute contains the current state of the renderer.  The
\fIrenderer_state\fP is set to \fIRendering\fP whenever a
\fBPEXBeginRendering\fP request is processed, and to \fIIdle\fP whenever a
\fBPEXEndRendering\fP request is processed.

.Bl "marker_bundle"
This attribute contains the resource id of the marker bundle lookup table
to be used when rendering.

.Bl "text_bundle"
This attribute contains the resource id of the text bundle lookup table to
be used when rendering.

.Bl "line_bundle	"
This attribute contains the resource id of the line bundle lookup table to
be used when rendering.

.Bl "interior_bundle"
This attribute contains the resource id of the interior bundle lookup table to
be used when rendering.

.Bl "edge_bundle"
This attribute contains the resource id of the edge bundle lookup table to
be used when rendering.

.Bl "view_table"
This attribute contains the resource id of the view lookup table to
be used when rendering.

.Bl "color_table"
This attribute contains the resource id of the color lookup table to
be used to resolve references to indexed colors.

.Bl "depth_cue_table"
This attribute contains the resource id of the depth-cue lookup table to
be used when rendering.

.Bl "light_table"
This attribute contains the resource id of the light lookup table to
be used when rendering.

.Bl "color_approx_table"
This attribute contains the resource id of the lookup table to
be used during the color approximation stage of the rendering pipeline.
The lookup table may either be of type \fIRGBApprox\fP or
\fIIntensityApprox\fP.  Definitions for both types of tables can
be found in the section dealing with lookup table requests.

.Bl "pattern_table"
This attribute contains the resource id of the lookup table to
be used when referencing patterns.

.Bl "text_font_table"
This attribute contains the resource id of the lookup table to
be used when referencing text fonts.

.Bl "highlight_inclusion"
This attribute contains the resource id of the name set to be used
as the highlight inclusion set.

.Bl "highlight_exclusion"
This attribute contains the resource id of the name set to be used
as the highlight exclusion set.

.Bl "invisibility_inclusion"
This attribute contains the resource id of the name set to be used
as the invisibility inclusion set.

.Bl "invisibility_exclusion"
This attribute contains the resource id of the name set to be used
as the invisibility exclusion set.

.Bl "HLHSR_mode"
This attribute contains the hidden line/hidden surface method
used when resolving visibility of overlapping primitives.
The effect of setting a renderer's \fIHLHSR_mode\fP while its
\fIrenderer_state\fP attribute is set to \fIRendering\fP
is implementation-dependent.

.Bl "NPC_subvolume"
This attribute contains the normalized project coordinates for the
sub-volume space that is to be mapped to the viewport.

.Bl "viewport"
This is used to describe the area within a drawable in which 3D graphics
primitives may appear.  The viewport coordinates are specified with an
x,y offset (in pixels) from the upper left corner of the drawable.
It is permissible to specify a viewport with boundaries outside of the
drawable.  Geometry that is mapped to values outside the drawable will
be clipped.  If a viewport is not specified by the time a
\fBPEXBeginRendering\fP request is processed,
the viewport will be set to the largest rectangle, anchored at the
lower left corner, that achieves an isotropic mapping
to the NPC_subvolume on that drawable.
