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Rendering pipeline ​

A game draws each frame in five stages. The game's state becomes geometry. The geometry becomes calls. A device turns the calls into pixels and shows them. A 3D card of 1997 took over only the fourth stage. So a game that ran on a software renderer and on a card gave both the same calls, and only the device changed.

Move the square below and watch every stage change. The numbers in stage 2 and the calls in stage 3 are what a port must match exactly. The three pictures in stage 4 come from the same calls. The guide The rendering pipeline explains each stage, where it ran on each machine, and how to build a port the same way.

Where each stage ran ​

Pick a machine to see who did each stage, what crossed the seam between the game and the device, and what to check.

One frame, three devices ​

Everything here is drawn in your browser from a texture made by the page. No game's files are used.

Code: Apache 2.0. Content: CC0 1.0. No game material: bring your own copy.