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3D Graphics Rendering Cookbook

You're reading from   3D Graphics Rendering Cookbook A comprehensive guide to exploring rendering algorithms in modern OpenGL and Vulkan

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Product type Paperback
Published in Aug 2021
Publisher Packt
ISBN-13 9781838986193
Length 670 pages
Edition 1st Edition
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Authors (2):
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Viktor Latypov Viktor Latypov
Author Profile Icon Viktor Latypov
Viktor Latypov
Sergey Kosarevsky Sergey Kosarevsky
Author Profile Icon Sergey Kosarevsky
Sergey Kosarevsky
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Toc

Table of Contents (12) Chapters Close

Preface 1. Chapter 1: Establishing a Build Environment 2. Chapter 2: Using Essential Libraries FREE CHAPTER 3. Chapter 3: Getting Started with OpenGL and Vulkan 4. Chapter 4: Adding User Interaction and Productivity Tools 5. Chapter 5: Working with Geometry Data 6. Chapter 6: Physically Based Rendering Using the glTF2 Shading Model 7. Chapter 7: Graphics Rendering Pipeline 8. Chapter 8: Image-Based Techniques 9. Chapter 9: Working with Scene Graphs 10. Chapter 10: Advanced Rendering Techniques and Optimizations 11. Other Books You May Enjoy

Working with Direct State Access (DSA)

Starting with version 4.5, OpenGL Core Profile allows us to modify the state of objects without enforcing the bind-to-edit model that was used in previous versions of OpenGL. Let's take a closer look at the new functions that provide a straightforward, object-oriented interface and do not affect the global state.

Getting ready

The OpenGL examples provided in this book use the DSA programming model, which you were exposed to in Chapter 2, Using Essential Libraries. If you are not familiar with DSA yet, it is recommended that you go through the source code for all the applications covered in Chapter 2, Using Essential Libraries, to get a solid grasp of this approach to small, self-contained examples.

All DSA functions can be separated into the following object families:

  • Texture
  • Framebuffer
  • Buffer
  • Transform feedback
  • Vertex array
  • Sampler
  • Query
  • Program

Let's go through a couple of these...

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