Per-Sample_Processing, including but not limited to:.Each fragment generates a number of outputs. A Fragment Shader processes each fragment.Scan conversion and primitive parameter interpolation, which generates a number of Fragments.Primitive Clipping, the perspective divide, and the viewport transform to window space.Vertex Post-Processing, the outputs of the last stage are adjusted or shipped to different locations.Optional Geometry Shader primitive processing.Optional primitive tessellation stages.Each vertex in the stream is processed in turn into an output vertex. Each vertex retrieved from the vertex arrays (as defined by the VAO) is acted upon by a Vertex Shader.Once initiated, the pipeline operates in the following order: Rendering operations require the presence of a properly-defined vertex array object and a linked Program Object or Program Pipeline Object which provides the shaders for the programmable pipeline stages. The OpenGL rendering pipeline is initiated when you perform a rendering operation. The blue boxes are programmable shader stages.
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