Otherwise known as submitting a command, i.e. 'draw call.'As I understood it they are just blitting from the source textures to the shading buffer in the first pass, no explicit rasterization.
Vlj is actually incorrect here, each object is drawn a minimum of twice.The first time around, though, it's not *quite* going to look the way you're used to with traditional forward rendering, you use the UV coordinates for screen position instead of the actual, you know, position.
InvalidPointerMember Since 04 Apr 2007
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