OpenGL Processing Pipeline

Many OpenGL functions are used specifically for drawing objects such as points, lines, polygons, and bitmaps. Some functions control the way that some of this drawing occurs (such as those that enable antialiasing or texturing). Other functions are specifically concerned with framebuffer manipulation. The topics in this section describe how all of the OpenGL functions work together to create the OpenGL processing pipeline. This section also takes a closer look at the stages in which data is actually processed, and ties these stages to OpenGL functions.

许多OpenGL函数专门用于绘制对象,比如点、线、多边形和位图。一些函数控制一些绘图的方式(例如那些启用反锯齿或纹理的函数)。其他函数专门与framebuffer操作有关。本节的主题描述所有OpenGL函数如何一起工作来创建OpenGL处理管道。本节还将进一步研究实际处理数据的阶段,并将这些阶段与OpenGL函数联系起来。

The following diagram details the OpenGL processing pipeline. For most of the pipeline, you can see three vertical arrows between the major stages. These arrows represent vertices and the two primary types of data that can be associated with vertices: color values and texture coordinates. Also note that vertices are assembled into primitives, then into fragments, and finally into pixels in the framebuffer. This progression is discussed in more detail in Vertices, Primitives, Fragments, and Pixels.

下图详细描述了OpenGL处理管道。对于大多数管道,您可以在主要阶段之间看到三个垂直箭头。这些箭头表示顶点和可以与顶点关联的两种主要数据类型:颜色值和纹理坐标。还要注意,顶点被组装成基本类型,然后是片段,最后是framebuffer中的像素。这个过程将在顶点、原语、片段和像素中更详细地讨论。

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