Rasterization and Fragment Processing
OpenGL specifies a precise sequence of steps for converting primitives into patterns of pixel values in the framebuffer. An in-depth understanding of this sequence is very useful; proper manipulation of this part of the pipeline is essential to many of the techniques described in this book. This chapter reviews the rasterization and fragment processing parts of the OpenGL pipeline, emphasizing details and potential problems that affect multipass rendering techniques.
OpenGL’s rasterization phase is divided into several stages, as shown in Figure 6.1. This part of the pipeline can be broken into two major groups; rasterization and fragment processing. Rasterization comes first: a primitive, described ...
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