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
No comments:
Post a Comment