◄ Wiki / Graphics
topology
How a GPU interprets a list of vertices — as separate points, connected lines, or triangles.
The same set of vertices can form very different shapes depending on how they're connected. Primitive topology tells the GPU that assembly rule: point list, line strip, triangle list, and so on. Supporting any input topology means the renderer handles all these primitive layouts.
See also
- tessellationA GPU stage that subdivides coarse shapes into many finer triangles for extra detail.
- TCS / TESThe two GPU shader stages that control and then generate the extra geometry when a surface is subdivided.
- stencilA per-pixel scratchpad the GPU uses to mask off which pixels are allowed to be drawn.
Referenced by
stencil · subgroup · surface · swapchain · TCS / TES · tessellation · tessellationShader