and the technical docs that are linked from it. But in general, the mesh data is sent to the GPU along with the shaders that it needs. The GPU caches this data, and all the other mesh and shader data. Once it has all the triangles and vertices, it’ll then sort these into tiles, and then sort the triangles back to front in each tile. These sorted triangles are then clipped against each other, so only visible triangles and triangle fragments exist. These are then rendered and textured into the tile.