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# The Rendering Pipeline
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The four rendering stages:
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1. Vertex Specification
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2. Vertex processing
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3. Rasterisation
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4. Fragment shader
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- **Application stage** is the software that runs on the CPU
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- 
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- **Vertex processing stage** is responsible for processing operations on individual vertices
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- In this stage vertex positions are transformed from model space to world and then view space, and projected to clip coordinates
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- Vertex **post processing**:
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1. Primitive Assembly
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2. Clipping
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3. Perspective divide
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4. View-port transformation
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- **Rasterisation stage** is responsible for calculating all of the pixels inside the triangles that are being rendered
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- **Pixel processing stage** is responsible for processing operations on individual fragments.
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- Texturing can also happen in the fragment shader
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- Fragment shader computes a colour which is then merged with the colour buffer
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- Merging calculates which fragments are hidden behind other fragments and only keeps the colour for the visible fragment
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