OpenGL: Rendering Pipelines

Here's 2 flow-charts explaining the 2 types of rendering pipelines.



Here are some typical uses for the programmable function pipeline:

Done within the Vertex stage:
- vertex displacement mapping
- morphing
- particle systems

Done within the Pixel stage:
- per pixel lighting
- toon shading (I'm guessing this is cell-shading)
- parallax mapping
- bump mapping
- custom texture filtering
- color kernel applications

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