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Vertex processing. This includes vertex transforms, per-vertex fog, per-vertex material attributes, and per-vertex lighting.
Primitive processing. This is comprised of clipping, back-face culling, and per-primitive attribute evaluation in preparation for rasterizing.
Pixel processing. This is broken into two parts:
Part 1 blends texture samples with per-pixel colors, completely replacing the fixed function multi-texture blender. This processing includes: iterating colors and texture coordinates, sampling textures, and blending texture samples with lighting and material colors.
Part 2 includes all the operations that determine what is written out to the frame buffer. This includes: alpha testing, depth testing, stencil testing, calculating per-pixel fog, alpha blending, dithering, and making gamma adjustments.
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