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3D Graphics Rendering Cookbook

You're reading from  3D Graphics Rendering Cookbook

Product type Book
Published in Aug 2021
Publisher Packt
ISBN-13 9781838986193
Pages 670 pages
Edition 1st Edition
Languages
Authors (2):
Sergey Kosarevsky Sergey Kosarevsky
Profile icon Sergey Kosarevsky
Viktor Latypov Viktor Latypov
Profile icon Viktor Latypov
View More author details
Toc

Table of Contents (12) Chapters close

Preface 1. Chapter 1: Establishing a Build Environment 2. Chapter 2: Using Essential Libraries 3. Chapter 3: Getting Started with OpenGL and Vulkan 4. Chapter 4: Adding User Interaction and Productivity Tools 5. Chapter 5: Working with Geometry Data 6. Chapter 6: Physically Based Rendering Using the glTF2 Shading Model 7. Chapter 7: Graphics Rendering Pipeline 8. Chapter 8: Image-Based Techniques 9. Chapter 9: Working with Scene Graphs 10. Chapter 10: Advanced Rendering Techniques and Optimizations 11. Other Books You May Enjoy

Loading texture assets asynchronously

All our demos up to this point have preloaded all the assets at startup, before anything can be rendered. This is okay for applications where the size of the data is small, and everything can be loaded in an instant. Once our content gets into the territory of gigabytes, a mechanism would be desirable to stream assets as required. Let's extend our demos with some basic lazy-loading functionality to load textures while the application is already rendering a scene. Multithreading will be done using the Taskflow library and standard C++14 capabilities.

Getting ready

We recommend revisiting the Multithreading with Taskflow recipe of Chapter 2, Using Essential Libraries.

The source code for this recipe can be found in Chapter10/GL04_LazyLoading.

How to do it...

To make things simple, the idea behind our approach is to replace the GLSceneData class, which handled all scene loading so far, with another class called GLSceneDataLazy...

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