Tell me one more time what the opengl pipeline is...
satya - Mon Sep 03 2012 12:04:27 GMT-0400 (Eastern Daylight Time)
Let's look at the meaningful stages for a beginer
Vertex Processing
model transformations: scaling, positioning, rotation etc
View transformations: fixing the eye coords
Projection transformations: viewing volume or frustum
texture coordinates calculated/transformed
lighting impact on colors
Also called T&L (Transformation and lighting stage)
(done by vertex shaders)
Graphics Primitive assembly
gather enough vertices for a primitive: lines or triangles etc
pass them to the next stage where the following happens
figure out front/back faces
cull if needed
(done not by a shader but like a fixed functionality)
Rasterization
Convert geometric primitives to fragments (or pixels)
anti-aliasing
Fragment processing
a fragment has attributes at each pixel: color, texture etc
these values are intepolated
texture mapping
fog
color sum
done by (fragment shader)
Per fragment operations
fragment testing: ownership, depth, etc
blending
dithering
Framebuffer transfer
pixels sent to the frame buffer for display
fragment tests
ownership, depth, stencil etc