Vertex pipeline

In today's article we are going to talk about Vertex pipeline, a topic that has generated great interest in recent times. Vertex pipeline is a topic that raises debate and controversy, since it has multiple perspectives and conflicting opinions. Throughout this article we will explore different aspects related to Vertex pipeline, analyzing its impact on society, its evolution over time and its relevance in the current context. In addition, we will delve into the possible implications of Vertex pipeline and the different positions that exist on the matter. Read on to find out everything you need to know about Vertex pipeline!

The function of the vertex pipeline in any GPU is to take geometry data (usually supplied as vector points), work with it if needed with either fixed function processes (earlier DirectX), or a vertex shader program (later DirectX), and create all of the 3D data points in a scene to a 2D plane for display on a computer monitor.

It is possible to eliminate unneeded data from going through the rendering pipeline to cut out extraneous work (called view volume clipping and backface culling). After the vertex engine is done working with the geometry, all the 2D calculated data is sent to the pixel engine for further processing such as texturing and fragment shading.

As of DirectX 9c, the vertex processor is able to do the following by programming the vertex processing under the Direct X API:

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