Usually the texturing happens in the fragment shader.
在片段着色器通常会发生变形。
The output from a fragment shader is a list of colors for each of the color buffers being written to, a depth value, and a stencil value.
片段着色器的输出结果是深度值、模板值和即将写入颜色缓存的颜色值。
Note: Though these are specified to happen after the fragment shader, they can be made to happen before the fragment shader under certain conditions.
注意:尽管这些测试名义上是在片段着色器之后发生的,在某些条件下他们其实可以在片段着色器之前发生。
Rendering without a fragment shader is useful when rendering only a primitive's default depth information to the depth buffer, such as when performing Occlusion Query tests.
当你只需要将图元的深度信息写入深度缓存时(例如在施展遮挡查询测试时),不使用片段着色器的渲染过程就很有用。
Rendering without a fragment shader is useful when rendering only a primitive's default depth information to the depth buffer, such as when performing Occlusion Query tests.
当你只需要将图元的深度信息写入深度缓存时(例如在施展遮挡查询测试时),不使用片段着色器的渲染过程就很有用。
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