fragment processing

Fragment processing is a term in computer graphics referring to a collection of operations applied to fragments generated by the rasterization operation in the rendering pipeline.

During the rendering of computer graphics, the rasterization step takes a primitive, described by its vertex coordinates with associated color and texture information, and converts it into a set of fragments. These fragments then undergo a series of processing steps, e.g. scissor test, alpha test, depth test, stencil test, blending, texture mapping and so on. These steps are collectively referred to as fragment processing.{{Cite book |last=Rost |first=Randi J. |title=OpenGL Shading Language |publisher=Addison-Wesley |year=2006 |isbn=0-321-33489-2}}{{Cite book |last=McReynolds |first=Tom |title=Advanced Graphics Programming Using OpenGL |last2=Blythe, David |publisher=Elsevier |year=2005 |isbn=1-55860-659-9}}{{Cite book |last=Astle |first=Dave |url=https://archive.org/details/openglesgamedeve0000astl |title=OpenGL ES Game Development |last2=Durnil, Dave |publisher=Thomson Course Technology |year=2004 |isbn=1-59200-370-2 |url-access=registration}}

See also

References

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Category:3D rendering

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