[editorial] Describe the fragment stage of the rendering algorithm#2162
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kvark merged 6 commits intogpuweb:mainfrom Dec 1, 2021
Merged
[editorial] Describe the fragment stage of the rendering algorithm#2162kvark merged 6 commits intogpuweb:mainfrom
kvark merged 6 commits intogpuweb:mainfrom
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kainino0x
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Nov 2, 2021
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kainino0x
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Nov 30, 2021
spec/index.bs
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| Issue: define barycentric coordinates | ||
| Issue: define the depth computation algorithm | ||
| framebufferCoords(n) = vector(|vp|.`x` + 0.5×(|n|.x+1)×|vp|.`width`, |vp|.`y` + .5×(|n|.y+1)×|vp|.`height`) |
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| framebufferCoords(n) = vector(|vp|.`x` + 0.5×(|n|.x+1)×|vp|.`width`, |vp|.`y` + .5×(|n|.y+1)×|vp|.`height`) | |
| framebufferCoords(|n|) = vector(|vp|.`x` + 0.5 × (|n|.x + 1) × |vp|.`width`, |vp|.`y` + .5 × (|n|.y + 1) × |vp|.`height`) |
Spaces seem more consistent and help distinguish × from x.
Alternatively could use · (·)
Also I think this should specify depth as well? Somewhere the NDC z needs to get mapped to the viewport (https://github.com/gpuweb/cts/blob/main/src/webgpu/api/operation/rendering/depth_clip_clamp.spec.ts#L82)
kainino0x
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Nov 30, 2021
Co-authored-by: Kai Ninomiya <kainino1@gmail.com>
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Thanks for the review! I addressed everything except the depth one. |
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Sounds good! |
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Follow-up to #1610
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