◄ Wiki / Graphics
adjacency
A way of feeding triangles or lines to the GPU that also hands over their neighboring vertices.
Adjacency primitive topologies include not just the vertices of a triangle or line but also the vertices next to it. A geometry shader can then use that neighbor information — useful for effects like silhouette detection or extruding shadow volumes. It is a specialized input mode most primitives don't need.
See also
- barrierA synchronization point that makes parallel work wait until everyone reaches it or memory is consistent.
- access chainA shader instruction that computes a pointer to a specific piece inside a larger data structure.
- blendCombining a newly drawn pixel with the color already on screen, as for transparency.