RenderingPipeline

from geometry to pixels

Vertex Shader

Are Vertex Shaders obsolete?

Ok, obsolete is a bit harsh, but currently a OpenGL shader program needs at least a vertex and a fragment shader (or it is a separable shader program in OpenGL 4.1 but in that case the shader program pipeline object needs a vertex shader). With attribute-less rendering (aka ‘drawing without data’) a vertex shader needs […]

 

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Attribute-less rendering

The first step of the rendering pipeline is to fetch application provided data from one or multiple places (think of array buffers) and pass them as attributes into the vertex shader stage. This fetch can be controlled by an index and N attributes will get pulled from M arrays. The details are not so important […]

 

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