Vertex Post-Processing: Difference between revisions
Jump to navigation
Jump to search
See also section. |
Pipeline page link. |
||
Line 1: | Line 1: | ||
{{pipeline float}} | |||
'''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. | '''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. | ||
Line 14: | Line 15: | ||
== See also == | == See also == | ||
{{stub}} | {{stub}} | ||
[[Category:General OpenGL]] | [[Category:General OpenGL]] |
Revision as of 05:44, 4 October 2012
OpenGL Rendering Pipeline
- Vertex Specification
- Vertex Processing
- Vertex Post-Processing
- Primitive Assembly
- Rasterization
- Fragment Shader
- Per-Sample Processing
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
This article is a stub. You can help the OpenGL Wiki by expanding it. |