March 2013
Intermediate to advanced
984 pages
26h 18m
English
Transform feedback can be considered a stage of the OpenGL pipeline that sits after all of the vertex-processing stages and directly before primitive assembly and rasterization.1 Transform feedback captures vertices as they are assembled into primitives (points, lines, or triangles) and allows some or all of their attributes to be recorded into buffer objects. In fact, the minimal OpenGL pipeline that produces useful work is a vertex shader with transform feedback enabled—no fragment shader is necessary. Each time a vertex passes through primitive assembly, those attributes that have been marked for capture are recorded into one or more buffer objects. Those buffer objects can then be read back by the application, or their ...