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c++openglgraphicsparallel-processingopengl-es

Why do we need primitive assembly after vextex post processing?


The output of Vertex post processing is in Window space, here after (based on standard pipeline ) primitive assembling comes, why?

I know primitive assembly happens in many stages like before clipping, but why do we need PA at this stage.


Solution

  • Primitive assembly happens before clipping, but the specification isn't clear on exactly where before it. In fact:

    After a primitive is formed, it is clipped to a clip volume.

    That's all it says about its location (outside of needing to do it for tessellation or GS's).