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Vulkan Cookbook

You're reading from   Vulkan Cookbook Work through recipes to unlock the full potential of the next generation graphics API—Vulkan

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Product type Paperback
Published in Apr 2017
Publisher Packt
ISBN-13 9781786468154
Length 700 pages
Edition 1st Edition
Languages
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Author (1):
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Pawel Lapinski Pawel Lapinski
Author Profile Icon Pawel Lapinski
Pawel Lapinski
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Toc

Table of Contents (13) Chapters Close

Preface 1. Instance and Devices FREE CHAPTER 2. Image Presentation 3. Command Buffers and Synchronization 4. Resources and Memory 5. Descriptor Sets 6. Render Passes and Framebuffers 7. Shaders 8. Graphics and Compute Pipelines 9. Command Recording and Drawing 10. Helper Recipes 11. Lighting 12. Advanced Rendering Techniques

Writing geometry shaders

3D scenes are composed of objects called meshes. Mesh is a collection of vertices that form the external surface of an object. This surface is usually represented by triangles. When we render an object, we provide vertices and specify what type of primitives (points, lines, triangles) they build. After the vertices are processed by the vertex and optional tessellation stages, they are assembled into specified types of primitives. We can enable, also optional, the geometry stage and write geometry shaders that control or change the process of forming primitives from vertices. In geometry shaders, we can even create new primitives or destroy the existing ones.

How to do it...

  1. Create a text file. Select a name for the file and use a geom extension...
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