Rasterization: Difference between revisions
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stub for rasterization. |
See also section. |
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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 based on the sample coverage of the primitive. | ||
== See also == | |||
* Prior pipeline stage: | |||
** [[Vertex Post-Processing]], if present. | |||
* Next pipeline stage: | |||
** [[Fragment Shader]] | |||
* [[Primitive]] | |||
{{stub}} | {{stub}} | ||
[[Category:General OpenGL]] | [[Category:General OpenGL]] |
Revision as of 03:28, 4 October 2012
Rasterization is the process whereby each individual Primitive is broken down into discrete elements based on the sample coverage of the primitive.
See also
- Prior pipeline stage:
- Vertex Post-Processing, if present.
- Next pipeline stage:
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