Tópicos: Rasterization Operations
- Bibliotheca SIGMA
- Qwadro
- 4DGL
- Rasterization Operations
outubro 21, 2023
4
A polygon results from the decomposition of a triangle strip, triangle fan or a series of independent triangles. Like points and line segments, polygon rasterization is controlled by several variables in the afxPipelineRasterizationConfig structure.Basic Polygon RasterizationThe first step ...
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outubro 21, 2023
5
To dynamically set the line width, call:void AfxCmdSetLineWidth
(
afxDrawScript dscr, /// is the command buffer into which the command will be recorded.
afxReal lineWidth /// is the width of rasterized line segments.
);This command sets the line width for subsequent drawing commands...
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outubro 21, 2023
2
A point is drawn by generating a set of fragments in the shape of a square centered around the vertex of the point. Each vertex has an associated point size controlling the width/height of that square. The point size is taken from the (potentially clipped) shader built-in PointSize written by:...
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outubro 21, 2023
2
Sample shading can be used to specify a minimum number of unique samples to process for each fragment. If sample shading is enabled, an implementation must invoke the fragment shader at least max(minSampleShading × rasterizationSamples, 1) times per fragment. If sampleShadingEnabled is set to TRUE,...
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outubro 21, 2023
2
Multisampling is a mechanism to antialias all Vulkan primitives: points, lines, and polygons. The technique is to sample all primitives multiple times at each pixel. Each sample in each framebuffer attachment has storage for a color, depth, and/or stencil value, such that per-fragment operations ap...
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outubro 21, 2023
5
Within a subpass of a render pass instance, for a given (x, y, layer, sample) sample location, the following operations are guaranteed to execute in rasterization order, for each separate primitive that includes that sample location:Fragment operations, in the order definedBlending, logic ...
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outubro 21, 2023
2
Primitives are discarded before rasterization if the rasterizerDiscardEnable member of afxPipelineRasterizationConfig is enabled. When enabled, primitives are discarded after they are processed by the last active shader stage in the pipeline before rasterization.To dynamically enable whether pr...
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outubro 21, 2023
2
Rasterization is the process by which a primitive is converted to a two-dimensional image. Each discrete location of this image contains associated data such as depth, color, or other attributes.Rasterizing a primitive begins by determining which squares of an integer grid in framebuffer coordi...
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