Rasterization: Difference between revisions
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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. | '''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. | ||
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== Polygon offset == | |||
== See also == | == See also == | ||
* [[Primitive]] | * [[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.
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