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C++ Game Development By Example

You're reading from   C++ Game Development By Example Learn to build games and graphics with SFML, OpenGL, and Vulkan using C++ programming

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Product type Paperback
Published in May 2019
Publisher Packt
ISBN-13 9781789535303
Length 420 pages
Edition 1st Edition
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Author (1):
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Siddharth Shekar Siddharth Shekar
Author Profile Icon Siddharth Shekar
Siddharth Shekar
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Table of Contents (18) Chapters Close

Preface 1. Section 1: Basic Concepts
2. C++ Concepts FREE CHAPTER 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

Preparing the Clear Screen

In the last chapter, we enabled the Vulkan validation layers and extensions, created the Vulkan application and instance, chose the device, and created the logical device. In this chapter, we will continue the journey toward creating a clear screen picture and presenting it to the viewport.

Before drawing pictures, we first clear and erase the previous picture with a color value. If we don't do this, the new picture will be written on top of the previous picture, which will create a psychedelic effect.

Each picture is cleared and rendered and then presented on the screen. While the current one is being shown, the next picture is in the process of being drawn in the background. Once that is rendered, the current picture will be swapped with the new picture. This swapping of pictures is taken care of by the SwapChain.

In our case, each picture in...

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