MORE ON FRAGMENTS
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Simplest example:
a point primitive generating a single fragment
whose associated pixel is the obvious one -- this is the pixel where
you might display the point.
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The color of the fragment depends on the color attributes and
vertex normal of the point,
and state information such as ambient light.
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In general, a pixel might have many fragments
(including no fragments) associated with it.
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The graphics pipeline uses a variety of techniques
(depending user-specified parameters)
to determine a single color attribute for the pixel,
from these associated fragments.
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E.g., a fragment may have a depth value, and if the z-buffer is turned on,
this depth value will be used to decide whether to discard the fragment or to
replace the current colors at the associated pixel.