Different buffers might contain different amounts of data per pixel, but within a given buffer, each pixel is assigned the same amount of data. Whenever data is stored uniformly for each pixel, such storage for all the pixels is called a buffer. To draw these pixels, you need to know what color they are, which is the information that's stored in the color buffer. If the tests and operations are survived, the fragment values are ready to become pixels. Then each fragment undergoes a series of tests and operations, some of which have been previously described (See "Blending" in Chapter 6) and others that are discussed in this chapter. ![]() Each fragment has coordinate data which corresponds to a pixel, as well as color and depth values. After the rasterization stage (including texturing and fog), the data are not yet pixels, but are fragments. The screen is composed of a rectangular array of pixels, each capable of displaying a tiny square of color at that point in the image. ![]() ![]() Use the accumulation buffer for such purposes as scene antialiasingĪn important goal of almost every graphics program is to draw pictures on the screen.Perform dithering and logical operations. ![]()
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