1. Rendering pipeline
The rendering pipeline process is the above steps, point mapping->connection->rasterization->coloring.
The OpenGL pipeline process is as follows:
•
Vertex Specification
: Specify vertex attributes
•
Vertex Buffers Object:VBO
•
Texture Sampling
: Texture sampling
•
Texture buffer object
(
TBO
)
•
Vertex Shading
: Vertex shading (vertex processing)
•
Tessellation
: subdivision processing
•
Geometry Shading:
geometry shading, geometry processing
•
Rasterization
: Rasterization
•
Fragment Shading
: fragment shading (quasi-pixel processing)
(Among them, render can be understood as rendering or drawing)
![](https://img-blog.csdnimg.cn/1543645fac5a45f28bc4c9ef5c932727.png?x-oss-process=image/watermark,type_d3F5LXplbmhlaQ,shadow_50,text_Q1NETiBA5ZK_5ZaD5bCP6K6w,size_20,color_FFFFFF,t_70,g_se,x_16)
•
Render
: Draw data from the "hard drive" to the
screen
•
Tessellation
:
Pay attention to details
•
Shader
: a piece of code, in the programmable
stage
•
Vertex (
Vertex
)
:
the most basic element
•
Primitive
:
the most basic shape
•
Rasterization
: continuous to
discrete
•
Pixel
: a point in an
image
•
Fragment
:
quasi-pixel
•
Texture
:
image