摘要:
必考的就是渲染管线了几何阶段obj space->world space->eyespace->project to CVV to clip(frustum culling)->project to screen coordinate space->primitive assmbly光栅阶段->rasterization->pixel operation(alpha test, stencil test, depth test, blending..)还是用我自己的话总结一下吧 之前是几个变换用矩阵乘就可以viewspace之后是cvv裁剪 再投到屏幕 阅读全文