Rasterization: Difference between revisions
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stub for rasterization. |
Name for discrete elements. |
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'''Rasterization''' is the process whereby each individual [[Primitive]] is broken down into discrete elements based on the sample coverage of the primitive. | {{pipeline float}} | ||
'''Rasterization''' is the process whereby each individual [[Primitive]] is broken down into discrete elements called [[Fragment]]s, based on the sample coverage of the primitive. | |||
{{stub}} | {{stub}} | ||
== Polygon offset == | |||
== See also == | |||
* [[Primitive]] | |||
* [[Fragment]] | |||
[[Category:General OpenGL]] | [[Category:General OpenGL]] |
Latest revision as of 15:32, 7 February 2016
OpenGL Rendering Pipeline
Rasterization is the process whereby each individual Primitive is broken down into discrete elements called Fragments, based on the sample coverage of the primitive.
This article is a stub. You can help the OpenGL Wiki by expanding it. |