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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

Drawing a geometry

Drawing is the operation we usually want to perform using graphics APIs such as OpenGL or Vulkan. It sends the geometry (vertices) provided by the application through a vertex buffer down the graphics pipeline, where it is processed step by step by programmable shaders and fixed-function stages.
Drawing requires us to provide the number of vertices we would like to process (display). It also allows us to display multiple instances of the same geometry at once.

How to do it...

  1. Store the handle of a command buffer in a variable of type VkCommandBuffer named command_buffer. Make sure the command buffer is currently being recorded and that the parameters of all the states used during rendering are already set in it (bound to it). Also, make sure that...
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