Interpolation: Difference between revisions

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Disambiguation page for interpolation.
 
Clarified interpolation stuff.
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'''Interpolation''' could refer to:
'''Interpolation''' could refer to:


* The [[Type Qualifier (GLSL)#Interpolation qualifiers|interpolation qualifiers]] associated with [[Fragment Shader]] input variables.
* The interpolation done to the per-vertex outputs of the [[Vertex Processing]] stage during [[Rasterization]]. The particular form of interpolation performed on each per-vertex value is controlled by the [[Type Qualifier (GLSL)#Interpolation qualifiers|interpolation qualifiers]] assigned to the [[Fragment Shader]] input variables. Note that before GLSL 4.30, interpolation qualifiers were required to match between the [[Fragment Shader]] and the previous shader stage. In 4.30 and beyond, they are not required to match.
* [[Blending]]: interpolation between the [[Fragment]] color outputs and [[Framebuffer]] colors when writing.
* [[Blending]]: interpolation between the [[Fragment]] color outputs and [[Framebuffer]] colors when writing.
* {{code|mix}}: The GLSL built-in function for performing linear interpolation.
* {{code|mix}}: The GLSL built-in function for performing linear interpolation.

Revision as of 05:05, 17 March 2015

Interpolation could refer to:

  • The interpolation done to the per-vertex outputs of the Vertex Processing stage during Rasterization. The particular form of interpolation performed on each per-vertex value is controlled by the interpolation qualifiers assigned to the Fragment Shader input variables. Note that before GLSL 4.30, interpolation qualifiers were required to match between the Fragment Shader and the previous shader stage. In 4.30 and beyond, they are not required to match.
  • Blending: interpolation between the Fragment color outputs and Framebuffer colors when writing.
  • mix: The GLSL built-in function for performing linear interpolation.