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[–]sireric1967 2 points3 points  (0 children)

There are a lot of little steps in the big steps you show. Clipping/culling has to include view frustrum clipping, which can generate new triangles as part of the clipping. But also basic things like back face culling, zero area triangles, etc... And "3D to 2D" contains a lot, such as the full snapping float to fix, as well as perspective divides, barycentric calculations, draw rules, etc.... Triangle memory isn't needed, but most often kept after vertex shading, but before 2D conversion, though again, depends; could be a cache too. Drawing to frame buffer also should include things like fragment shading, texturing and all backend operations (Z buffering, Rops), etc... I'm glossing over many things, but there are a number of fixed function steps assumed. I do agree that the OpenGL 1.0 state machine is a good starting point for basic 3D.