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Vertex Processing
Coordinate transformations
Compute color for each vertex
Clipping and Primitive Assembly
Assemble sets of vertices into lines and polygons
Clipping volume culls out geometry outside, and clips geo that straddles
Rasterization
Determine which pixels are inside each polygon (primitive)
The output is a set of fragments for each primitive
Fragment Processing
Fills in the pixels in the frame buffer -- what's visible on the screen
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