![]() Or you can do amazing manipulations using very complex algorithms. Programs that perform their required functionality in a single line of code. That sounds simple enough, and it can be very simple. A fragment shader assigns a color to each fragment (pixel) that composed a point, line, or triangle.A vertex shader transforms each vertex of a model to its correct location for the current scene.Your two shader programs have a very limited scope of functionality: The number of fragments that are created to renderĪn individual triangle will constantly change based on the distance between If the viewer is far removed from a triangle, the triangle might be rendered Please recognize that a triangle rendered to an image might require 100’s orĮven 1000’s of pixels to render because the viewer is very close to the triangle. See the word fragment, think “pixel and its associated rendering data.” Of data associated with a single pixel is called a fragment. Many pieces of data are stored and manipulated ![]() The result of a rendering is a 2D array of pixels. Language), compile them to machine instructions, link them into a “program”,ĭownload the program to the GPU, and then activate the program when you renderĪ scene. There are two stages in the graphics pipeline
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