Can you explain why clipping takes place after the illumination process in the rendering pipeline? Would it be not cheaper to clip first and do then the illumination?
I've looked at this Wikipedia's link, http://en.wikipedia.org/wiki/Graphics_pipeline, but the article lacks in-depth explanation. The only thing, I suppose, I understand and can expand upon, is, ...
I am looking for some books, articles or tutorials about graphics architecture and graphics pipeline optimizations. It shouldn't be too old (2008 or newer) - the newer, the better. I have found ...
Having noticed that UDK (Unreal) and Unity 3 include similar pre-computed visibility solutions that unlike Quake are not dependent on level geometry, I've been trying to figure out how the calculation ...