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10 Cards in this Set

  • Front
  • Back

Rasterization

The process of computing the pixels of a final image based on the 3D data describing the scene in which the image is composed of

Graphic Pipeline

The software/hardware process of going from geometry(vertices, triangular meshes) with a textures to a fully rasterization picture on your screen

Vertex shader

Computes output values for vertices for the rasterization. Ex: texture coordinates, the value of the vertex in screen space

Fragment shader

Takes input from vertex shader. Is called for every pixel drawn. Output color/depth values for each pixel. Does texture mapping(mapping of images to geometry) and lighting

Glsl

Graphics language shading language - language that shades are written in

Framebuffer

The actual buffer in your graphics card where final rasterization image gets drawn

Per fragment ops

Specific operations on a per fragment basic. Things like discarding pixels that cannot be seen because of depth/occlusion or transparency

Vertex object BUFFER(Vbo)

The position and size of the particle in a storage array

Shader

Draw the entire buffer with one call

Sprite system

-Contain dynamic array


-Sprites can be added or remove


-Draw()


-Update()


-manage lifespan