April 2017
Intermediate to advanced
700 pages
21h 36m
English
Vertex positions are transformed (usually inside a vertex shader) from the local space into a clip space. The hardware then performs a perspective division which generates normalized device coordinates. Next, polygons are assembled and rasterized--this process generates fragments. Each fragment has its own position defined in a framebuffer's coordinates. Also, for this position to be correctly calculated, a viewport transformation is required. Parameters of this transformation are specified in a viewport state.
Through a viewport state, we define the top-left corner and the width and height of ...
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