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Fragment processing

From Wikipedia, the free encyclopedia

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.[1][2][3]

See also

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References

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  1. Rost, Randi J. (2006). OpenGL Shading Language. Addison-Wesley. ISBN 0-321-33489-2.
  2. McReynolds, Tom; Blythe, David (2005). Advanced Graphics Programming Using OpenGL. Elsevier. ISBN 1-55860-659-9.
  3. Astle, Dave; Durnil, Dave (2004). OpenGL ES Game Development. Thomson Course Technology. ISBN 1-59200-370-2.