Chapter 5: Working with Geometry Data
Previously, we tried different ad hoc approaches to store and handle 3D geometry data in our graphical applications. The mesh data layout for vertex and index buffers was hardcoded into each of our demo apps. By doing so, it was easier to focus on other important parts of the graphics pipeline. As we move into the territory of more complex graphics applications, we will require additional control over the storage of different 3D meshes within system memory and GPU buffers. However, our focus remains on guiding you through the main principles and practices rather than on pure efficiency.
In this chapter, you will learn how to store and handle mesh geometry data in a more organized way. We will cover the following recipes:
- Organizing the storage of mesh data
- Implementing a geometry conversion tool
- Indirect rendering in Vulkan
- Implementing an infinite grid GLSL shader
- Rendering multiple meshes with OpenGL
- Generating...