In order to render a primitive, the primitive is subdivided into trapezoids and triangles. The subdivision occurs using scanline-aligned lines. These simple scanline-aligned regions are further subdivided so that the primitive is divided into simple scanline-boundaried trapezoids and other complex scan shapes. The simple scanline-boundaried trapezoids are rasterized. One rasterization method uses a texture map containing slope-based coverage information to edge areas. Gouraud shading may be used to provide the anti-aliasing effects on the scanline-boundaried trapezoids. The simple scanline-boundaried trapezoids may also be rasterized using a software rasterizer. Complex scans are rasterized using a software rasterizer. As data is already rasterized, it is thereby efficiently transferred to the GPU.

 
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