The alpha is typically normalized to the range of, with 0 denotes totally transparent and 1 denotes totally opaque. In computer graphics, a fragment is not necessarily opaque, and could contain an alpha value specifying its degree of transparency. In general, a fragment can be thought of as the data needed to shade the pixel, plus the data needed to test whether the fragment survives to become a pixel (depth, alpha, stencil, scissor, window ID, etc.) If it is nearer than the existing pixel, it may replace what is already there, or, if alpha blending is in use, the pixel's color may be replaced with a mixture of the fragment's color and the pixel's existing color, as in the case of drawing a translucent object. In a typical case, a fragment may be discarded if it is farther away than the pixel that is already at that location (according to the depth buffer). How a fragment is combined with the data already in the frame buffer depends on various settings. ) are rasterized into fragments which are textured and combined with the existing frame buffer. interpolated attributes (color, texture coordinates, etc.)Īs a scene is drawn, drawing primitives (the basic elements of graphics output, such as points, lines, circles, text etc.This data may include, but is not limited to: In computer graphics, a fragment is the data necessary to generate a single pixel's worth of a drawing primitive in the frame buffer. JSTOR ( December 2009) ( Learn how and when to remove this template message).Unsourced material may be challenged and removed.įind sources: "Fragment" computer graphics – news Please help improve this article by adding citations to reliable sources. Weeks have passed, and he still has not done any of it yet.This article needs additional citations for verification. ![]()
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