Shaders
Introducing shaders out here
When rendering a scene the geometry and the texture information of the scene is sent to the graphics card for processing. In the past, a few graphics card supported the hard wired algorithms to process this information or data of the scene. This was known as the fixed function pipeline. The programmer could only use these fixed states and he had no control on the uniqueness of the game. All games looked the same irrespective of the nature of the game.
For example, given a piece of clay one could design a tank, a human figure, or a ball. Each object created in such a fashion looked the same when it comes to the material and color. But none have a different twist in its look and feel. The same applies to the arena of 3D graphics.
When rendering a scene the geometry and the texture information of the scene is sent to the graphics card for processing. In the past, a few graphics card supported the hard wired algorithms to process this information or data of the scene. This was known as the fixed function pipeline. The programmer could only use these fixed states and he had no control on the uniqueness of the game. All games looked the same irrespective of the nature of the game.
For example, given a piece of clay one could design a tank, a human figure, or a ball. Each object created in such a fashion looked the same when it comes to the material and color. But none have a different twist in its look and feel. The same applies to the arena of 3D graphics.
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