Vertex Post-Processing: Difference between revisions
Jump to navigation
Jump to search
→Clipping: Section on clip planes. |
See also section. |
||
Line 11: | Line 11: | ||
== Viewport transform == | == Viewport transform == | ||
== See also == | |||
* The previous pipeline stages: | |||
** [[Vertex Shader]] | |||
** [[Tessellation Shader]], if active | |||
** [[Geometry Shader]] | |||
* The next pipeline stage: | |||
** [[Rasterization]] | |||
** [[Fragment Shader]] | |||
{{stub}} | {{stub}} | ||
[[Category:General OpenGL]] | [[Category:General OpenGL]] |
Revision as of 03:27, 4 October 2012
Vertex Post-Processing is the stage in the OpenGL Rendering Pipeline where the vertex outputs of the Vertex Processing undergo a variety of operations. Many of these are setup for Primitive Assembly and Rasterization stages.
Transform Feedback
Main article: Transform Feedback
Clipping
Clip planes
Perspective divide
Viewport transform
See also
- The previous pipeline stages:
- Vertex Shader
- Tessellation Shader, if active
- Geometry Shader
- The next pipeline stage:
This article is a stub. You can help the OpenGL Wiki by expanding it. |