Chapter 10Fragment Operations: The End of the Pipeline

by Nicholas Haemel

What You’ll Learn in this Chapter:

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After reading through the first nine chapters, you should be well-versed in using vertex and fragment shaders to generate output based on your geometry. But what happens when your fragment shader is finished? Where do all the fragments go? It just so happens there are a few more steps these fragments must make before they can retire to a final resting place in a buffer or window.

This chapter walks through the last steps in the OpenGL pipeline, the per-fragment operations. We start with the scissor test, which is the first stop along the ...

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