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Hanging Ten: A Ride Through the Rendering Pipeline

  • Lynn Thomas Harrison

Abstract

Now it is time to start thinking in the third dimension. Everything we have done so far has been two dimensional. This chapter will give you the background information for the traditional 3D rendering pipeline. I specify “traditional” because there are currently two possible rendering pipelines: the traditional fixed-function pipeline and the vertex and pixel shader pipeline. The traditional pipeline involves the following steps:
  • Vertex data and high-order primitive tessellation

  • Transformation and lighting

  • Viewports and clipping

  • Texturing/Multitexturing

  • Fog blending

  • Alpha, stencil, and depth testing

  • Frame buffer blending

Keywords

Game Engine Parent Object Video Card Vertex Data Public Void 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Copyright information

© Lynn T. Harrison 2003

Authors and Affiliations

  • Lynn Thomas Harrison

There are no affiliations available

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