Tidy up
This commit is contained in:
103 files changed
+3663
-3779
No files matched your search
@@ -10,17 +10,22 @@ The four rendering stages:
|
||||

|
||||
|
||||
- **Application stage** is the software that runs on the CPU
|
||||
- 
|
||||
|
||||

|
||||
|
||||
- **Vertex processing stage** is responsible for processing operations on individual vertices
|
||||
- In this stage vertex positions are transformed from model space to world and then view space, and projected to clip coordinates
|
||||
- Vertex **post processing**:
|
||||
1. Primitive Assembly
|
||||
2. Clipping
|
||||
- 
|
||||
3. Perspective divide
|
||||
4. View-port transformation
|
||||
- In this stage vertex positions are transformed from model space to world and then view space, and projected to clip coordinates
|
||||
- Vertex **post-processing**:
|
||||
1. Primitive Assembly
|
||||
2. Clipping
|
||||
|
||||

|
||||
|
||||
3. Perspective divide
|
||||
4. Viewport transformation
|
||||
|
||||
- **Rasterisation stage** is responsible for calculating all of the pixels inside the triangles that are being rendered
|
||||
- **Pixel processing stage** is responsible for processing operations on individual fragments.
|
||||
- Texturing can also happen in the fragment shader
|
||||
- Fragment shader computes a colour which is then merged with the colour buffer
|
||||
- Merging calculates which fragments are hidden behind other fragments and only keeps the colour for the visible fragment
|
||||
- Texturing can also happen in the fragment shader
|
||||
- Fragment shader computes a colour which is then merged with the colour buffer
|
||||
- Merging calculates which fragments are hidden behind other fragments and only keeps the colour for the visible fragment
|
||||
Reference in new issue
Block a user