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John Gatward committed 2026-10-04 15:24:17 +01:00
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@@ -10,17 +10,22 @@ The four rendering stages:
![1647365644.png](img/1647365644.png)
- **Application stage** is the software that runs on the CPU
- ![1647366052.png](img/1647366052.png)
![1647366052.png](img/1647366052.png)
- **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
- ![1647366278.png](img/1647366278.png)
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
![1647366278.png](img/1647366278.png)
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