Talk:Graphics pipeline

message: It's too old. Now graphic pipeline is more unified, and have few more stages (DX11|OGL4 have 5 programmable stages, and many many more non-programmable).
So it need to be updated.  — Preceding unsigned comment added by 77.254.149.151 (talk) 11:00, 17 July 2011 (UTC)
thread_title: Old!!!

message: I'm currently a computer science major, specializing in computer graphics.  Some images would really help this article out, but I have none that I know are copyright free.
Seasage 21:47, 13 December 2005 (UTC)
thread_title: Pictures

message: I have been asked again to update shader again. I think the biggest need is to have diagrams.
Since the shader-based pipe is an evolution of this, I think we should really try to coordinate an effort to get the things up to date.
MaxDZ8 talk 09:36, 1 June 2006 (UTC)
thread_title:  Shader coordination issue 

message: The graphics pipeline goes so much deeper than this.  What about the difference between culling & clipping? What about the different stages of transformations: model, world, and camera/perspective?  This would also help give readers references to other pages so they could have a better conceptual model of how this all works together. —The preceding unsigned comment was added by Thomasbouldin (talk • contribs) 17:20, 4 April 2007 (UTC)
thread_title:  This is really not much more than a stub 

message: The merge tags have been in place since Feb 2008. It really is about time the merge went ahead or the banners were removed. -- Hymek (talk) 14:41, 9 November 2010 (UTC)
replies: text: Thanks. Sorry can't offer opinion on deletion (except that straight deletion is unlikely -- you'll probably need to merge the content somewhere). I was just passing through on a whistle-stop tour of computer graphics terminology (steep learning curve!) -- Hymek (talk) 16:35, 11 November 2010 (UTC)
thread_title:  Merge with [[Pixel pipeline]] - now or never? 

message: It's very outdated and incomplete. The graphics pipeline has changed a lot in recent years, now it's much more programmable and more unified. I think the article should be updated to explain both old fixed-function graphics pipelines, as well as modern, shader-based pipelines. More detail in general would be good, and there should probably be a description somewhere about the homogeneous coordinate system used to represent the positions of vertices in 3D graphics hardware. Homogeneous coordinates are fundamental to the graphics pipeline.KevR44 (talk) 04:26, 30 August 2012 (UTC)
replies: text: I hope I have now done something about it ;-) --PaterMcFly talk contribs 12:41, 17 April 2017 (UTC)
thread_title:  This page needs a lot of work. 

message: What I mean by casual is that it seems like a summary of what really happens. It should go more into the details and specifics. If this article isn’t doing its job well as an educational resource, then I say that there should be more research on the subject. The graphics pipeline has changed, and this version has now become obsolete. Hopefully, we can help this article to be the best it can possibly be. Darcy Wedge (talk) 17:00, 14 March 2024 (UTC)
thread_title:  This page seems more casual than it should be.