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	<title>Fragment processing - Revision history</title>
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	<updated>2026-10-25T21:04:51Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>http://debianws.lexgopc.com/wiki143/index.php?title=Fragment_processing&amp;diff=5566231&amp;oldid=prev</id>
		<title>imported&gt;HouseBlaster: rmv deleted portal; ran WP:ProveIt</title>
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		<updated>2024-12-26T04:47:47Z</updated>

		<summary type="html">&lt;p&gt;rmv deleted portal; ran &lt;a href=&quot;/wiki143/index.php?title=WP:ProveIt&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;WP:ProveIt (page does not exist)&quot;&gt;WP:ProveIt&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Fragment processing&amp;#039;&amp;#039;&amp;#039; is a term in [[computer graphics]] referring to a collection of operations applied to [[Fragment (computer graphics)|fragment]]s generated by the [[rasterization]] operation in the [[rendering pipeline]].&lt;br /&gt;
&lt;br /&gt;
During the [[Rendering (computer graphics)|rendering]] of computer graphics, the rasterization step takes a [[Primitive (geometry)|primitive]], described by its [[vertex (computer graphics)|vertex]] [[coordinates]] with associated [[color]] and [[Texture (computer graphics)|texture]] information, and converts it into a set of [[Fragment (computer graphics)|fragment]]s.  These fragments then undergo a series of processing steps, e.g. scissor test, alpha test, depth test, stencil test, blending, [[texture mapping]] and so on. These steps are collectively referred to as &amp;#039;&amp;#039;fragment processing&amp;#039;&amp;#039;.&amp;lt;ref&amp;gt;{{Cite book |last=Rost |first=Randi J. |title=OpenGL Shading Language |publisher=[[Addison-Wesley]] |year=2006 |isbn=0-321-33489-2}}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{Cite book |last=McReynolds |first=Tom |title=Advanced Graphics Programming Using OpenGL |last2=Blythe, David |publisher=[[Elsevier]] |year=2005 |isbn=1-55860-659-9}}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{Cite book |last=Astle |first=Dave |url=https://archive.org/details/openglesgamedeve0000astl |title=OpenGL ES Game Development |last2=Durnil, Dave |publisher=Thomson Course Technology |year=2004 |isbn=1-59200-370-2 |url-access=registration}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Computer representation of surfaces]]&lt;br /&gt;
* [[Glossary of computer graphics]]&lt;br /&gt;
* [[Graphical perception]]&lt;br /&gt;
* [[Spatial visualization ability]]&lt;br /&gt;
* [[Visualization (graphics)]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
{{Portal bar|Computer programming|Technology|Science}}&lt;br /&gt;
{{DEFAULTSORT:Fragment Processing}}&lt;br /&gt;
[[Category:3D rendering]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Compu-graphics-stub}}&lt;/div&gt;</summary>
		<author><name>imported&gt;HouseBlaster</name></author>
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