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3D Game Engine Design, 2nd Edition
book

3D Game Engine Design, 2nd Edition

by David Eberly
November 2006
Intermediate to advanced content levelIntermediate to advanced
1040 pages
26h 31m
English
CRC Press
Content preview from 3D Game Engine Design, 2nd Edition
3.1 Software Rendering 167
Display. The final pixel color is written to the render target, typically the frame
buffer, but often an offscreen chunk of memory.
As mentioned, the software renderer does not currently support all these features.
Moreover, the order of the operations is different from what Direct3D and OpenGL
support. The main reason for this is that the pixel shader is the bottleneck in a
software rendering system. Most graphics systems are fill-rate limited; it takes a lot of
time to process a large number of pixels. Rather than always calling the pixel program
at the beginning of the pipeline, the software renderer waits to see if the
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Publisher Resources

ISBN: 9781482267303