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OpenGL Graphics PipelineĀ 

an abstract model that describes sequence of steps needed to render a 3D sceneĀ 

1. Application Stage

Initializing the window where the rendered graphics will be displayed; sending data to the gpu

2. Geometry Processing

Determining the position of each vertex of the geometric shapes to be rendered, implemented by a program called the vertex shader

3. Rasterization

Determining which pixels corresponds to the geometric shapes renderedĀ 

4. Pixel Processing

Determining the color of each pixel in the rendered image, involving a program called the fragment shader