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primitive assembly

The pipeline stage that groups individual vertices into the actual shapes (triangles, lines) to be drawn.

After vertices are processed individually, primitive assembly collects them in the right groupings — every three vertices into a triangle, for example — to form the primitives the rasterizer will fill. It sits between vertex processing and rasterization in the graphics pipeline. This stage also handles rules like primitive restart that decide where one shape ends and the next begins.

See also

  • primitiveThe basic shape a GPU actually draws — a point, a line, or a triangle.
  • rasterizerThe GPU component that turns geometric shapes into the actual grid of pixels that fill them.
  • pipelineThe ordered assembly line of stages a GPU runs to turn 3D geometry into the colored pixels on screen.
  • primitive restartA special marker value in an index list that says 'stop this strip of connected shapes and start a new one.'

Referenced by

pipeline · primitive · primitive restart