Transform Feedback: Difference between revisions
Jump to navigation
Jump to search
m forgot to name it a stub. |
Rasterization is not automatically disabled by transform feedback. |
||
Line 1: | Line 1: | ||
'''Transform Feedback''' is the process of altering the rendering pipeline so that primitives processed by a [[Vertex Shader]] and optionally a [[Geometry Shader]] will be written to [[Buffer Objects|buffer objects]] | '''Transform Feedback''' is the process of altering the rendering pipeline so that primitives processed by a [[Vertex Shader]] and optionally a [[Geometry Shader]] will be written to [[Buffer Objects|buffer objects]]. This allows one to preserve the post-transform rendering state of an object and resubmit this data multiple times. | ||
{{stub}} | {{stub}} |
Revision as of 05:03, 13 May 2011
Transform Feedback is the process of altering the rendering pipeline so that primitives processed by a Vertex Shader and optionally a Geometry Shader will be written to buffer objects. This allows one to preserve the post-transform rendering state of an object and resubmit this data multiple times.
This article is a stub. You can help the OpenGL Wiki by expanding it. |