Chapter 3: Getting Started with OpenGL and Vulkan
In this chapter, we will cover the basic steps of modern OpenGL and Vulkan. We will also learn how to deal with textures, buffers, shaders, and pipelines. The recipes in this chapter will not focus solely on the graphics APIs that are available, but on various tips and tricks that are necessary for improving graphical application development and various 3D graphics algorithms. On the Vulkan side, we will cover the basics so that we can get it up and running.
In this chapter, we will cover the following recipes:
- Intercepting OpenGL API calls
- Working with Direct State Access (DSA)
- Loading and compiling shaders in OpenGL
- Implementing programmable vertex pulling (PVP) in OpenGL
- Working with cube map textures
- Compiling Vulkan shaders at runtime
- Initializing Vulkan instances and graphical devices
- Initializing the Vulkan swap chain
- Setting up Vulkan's debugging capabilities
- Tracking and cleaning...