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The Rendering Pipeline

The four rendering stages:

  1. Vertex Specification
  2. Vertex processing
  3. Rasterisation
  4. Fragment shader

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  • Application stage is the software that runs on the CPU
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  • 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
      3. Perspective divide
      4. View-port 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