Tópicos: Fixed-Function Vertex Post-Processing
- Bibliotheca SIGMA
- Qwadro
- 4DGL
- Fixed-Function Vertex Post-Processing
outubro 21, 2023
4
The viewport transformation is determined by the selected viewport’s width and height in pixels, px and py, respectively, and its center (ox, oy) (also in pixels), as well as its depth range min and max determining a depth range scale value pz and a depth range bias value oz (defined below). The ve...
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outubro 21, 2023
2
Clip coordinates for a vertex result from shader execution, which yields a vertex coordinatePosition.Perspective division on clip coordinates yields normalized device coordinates, followed by a viewport transformation (see Controlling the Viewport) to convert these coordinates into framebuffer ...
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outubro 21, 2023
2
Next, vertex output attributes are clipped. The output values associated with a vertex that lies within the clip volume are unaffected by clipping. If a primitive is clipped, however, the output values assigned to vertices produced by clipping are clipped.Let the output values assigned to the t...
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outubro 21, 2023
2
Primitives are culled against the cull volume and then clipped to the clip volume. In clip coordinates, the view volume is defined by:where zm is equal to zero.This view volume can be further restricted by as many as VkPhysicalDeviceLimits::maxClipDistances client-defined half-spaces.Th...
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outubro 21, 2023
3
Flat shading a vertex output attribute means to assign all vertices of the primitive the same value for that output. The output values assigned are those of the provoking vertex of the primitive. Flat shading is applied to those vertex attributes that match fragment input attributes which are decor...
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outubro 21, 2023
2
After pre-rasterization shader stages, the following fixed-function operations are applied to verticesof the resulting primitives:Flat shading (see Flat Shading).Primitive clipping, including client-defined half-spaces (see Primitive Clipping).Shader output attribute clipping (see Clip...
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