Primitive vs. Output Vertex Stream
The term "output vertex stream" carries with it the connotation that the sequence of vertices is being output from the vertex processing stage. Primitive assembly can happen in the middle of vertex processing, so this is incorrect. The term "Primitive" is more correct in this regard, as it applies to any sequence of vertices carrying a particular primitive interpretation scheme. Alfonse (talk) 05:17, 31 December 2019 (UTC)
Thanks for opening a discussion page, I wasn't aware I could do that. To be honest I don't really know OpenGL inside out and I think it would have been better for me to start a discussion rather than make submit edits straight away, something I'll remember when dealing with wikis in the future. Anyway, the reason why I made the edit was to me, according to my understanding the definition of primitive and base primitive seem like they're the same thing and it makes the concept confusing to understand i.e. it's like a blurred line. My understanding of the output vertex stream was that it is the data stream after the completion of the vertex shader stage, but according to your response above my understanding is that it's called an output vertex stream only after the vertex processing stage. But then this is conflicting with your definition of where the term output vertex stream is applicable because there is an explicit stage called a primitive assembly after the vertex processing stage.
How does the following rephrased sentence sound? Primitive Assembly is the stage in the OpenGL rendering pipeline where a vertex stream carrying a particular primitive interpretation scheme is divided into a sequence of individual base primitives based on the interpretation scheme.