Graphics stack: Difference between revisions

Jump to navigation Jump to search
[unchecked revision][unchecked revision]
Line 41:
==== Rendering Layer ====
 
Then next level is the renderer, which is where individual images or sections of images get created. This is where you really see 3-D becoming a separate thing, as most systems prior to, say, 2007 would have used a strictly 2-D rendering for everything that didn't specifically require 3-D rendering, due to the need for hardware acceleration for practical real-time 3-D rendering at the time. As Brendan has pointed out before, right now the Cycle of Reincarnation for graphics rendering has been swinging towards CPU-driven rendering since the 2012 or so, though dedicated rendering hardware is still dominant at the moment. Note, however, that the graphics rendering Wheel of Incarnation has been rolling since the very first days of computer graphics in the early 1960s, so it is a good guess that this won't be the last word on the subject.
 
Anyway, Mesa proper started out in the 1990s as a software 3-D renderer, but currently is used to sort of abstract the rendering in a way that the software rendering is more of a fallback mode.
Anonymous user
Cookies help us deliver our services. By using our services, you agree to our use of cookies.

Navigation menu