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1.0.8. Application Stage

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The application stage starts at the CPU and is responsible for various operations that occur within a scene, e.g.,

  • Collision detection.
  • Texture animation.
  • Keyboard input.
  • Mouse input, and more.

Its function is to read the stored memory data to later generate primitives (e.g., triangles, lines, vertices). At the end of the application stage, all this information is sent to the geometry processing phase to then generate the vertices’ transformation through matrix multiplication.

(Fig. 1.0.8a. Local position of vertices in a Quad)

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We are a team of indie developers with more than 9 years of experience in video games. As an independent studio, we have developed Nom Noms in which we published with Hyperbeard in 2019. We are currently developing The Unity Shader Bible.

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