March 2014
Intermediate to advanced
560 pages
14h 7m
English
This chapter describes the types of primitives and geometric objects that are supported by OpenGL ES, and explains how to draw them. It then describes the primitive assembly stage, which occurs after the vertices of a primitive are processed by the vertex shader. In the primitive assembly stage, clipping, perspective divide, and viewport transformation operations are performed. These operations are discussed in detail. The chapter concludes with a description of the rasterization stage. Rasterization is the process that converts primitives into a set of two-dimensional fragments, which are processed by the fragment shader. These two-dimensional fragments represent pixels that may be drawn on the ...
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