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opengl rendering pipeline

OpenGL Wiki

The Rendering Pipeline is the sequence of steps that OpenGL takes when rendering objects.

Vertex Processing:

  1. Each vertex retrieved from the vertex arrays (as defined by the VAO) is acted upon by a Vertex Shader. Each vertex in the stream is processed in turn into an output vertex.
  2. Optional primitive tessellation stages.
  3. Optional Geometry Shader primitive processing. The output is a sequence of primitives.

Vertex Post-Processing, the outputs of the last stage are adjusted or shipped to different locations.

  1. Transform Feedback happens here.
  2. Primitive Assembly
  3. Primitive Clipping, the perspective divide, and the viewport transform to window space.

Scan conversion and primitive parameter interpolation, which generates a number of Fragments.

A Fragment Shader processes each fragment. Each fragment generates a number of outputs.

Per-Sample_Processing, including but not limited to:

  1. Scissor Test
  2. Stencil Test
  3. Depth Test
  4. Blending
  5. Logical Operation
  6. Write Mask
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