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C++ Game Development By Example

You're reading from  C++ Game Development By Example

Product type Book
Published in May 2019
Publisher Packt
ISBN-13 9781789535303
Pages 420 pages
Edition 1st Edition
Languages
Author (1):
Siddharth Shekar Siddharth Shekar
Profile icon Siddharth Shekar
Toc

Table of Contents (18) Chapters close

Preface 1. Section 1: Basic Concepts
2. C++ Concepts 3. Mathematics and Graphics Concepts 4. Section 2: SFML 2D Game Development
5. Setting Up Your Game 6. Creating Your Game 7. Finalizing Your Game 8. Section 3: Modern OpenGL 3D Game Development
9. Getting Started with OpenGL 10. Building on the Game Objects 11. Enhancing Your Game with Collision, Loops, and Lighting 12. Section 4: Rendering 3D Objects with Vulkan
13. Getting Started with Vulkan 14. Preparing the Clear Screen 15. Creating Object Resources 16. Drawing Vulkan Objects 17. Other Books You May Enjoy

Render pipeline

As I mentioned earlier, we have to convert 3D objects that are made up of vertices and textures and represent them on a 2D screen as pixels on the screen. This is done with what is called a render pipeline. The following diagram explains the steps involved:

A pipeline is simply a series of steps that are carried out one after the other to achieve a certain objective. The stages that are highlighted in the orange boxes (or lightly shaded boxes, if you're reading a black and white copy of this book) in the preceding diagram are fixed, meaning that you cannot modify how the data in the stages is processed. The stages in the blue or darker boxes are programmable stages, meaning that you can write special programs to modify the output. The preceding diagram shows a basic pipeline, which includes the minimum stages we need to complete to render objects. There...

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