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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

Intercepting OpenGL API calls

Sometimes, it is very desirable to intercept OpenGL API calls for debugging purposes or, for example, to manipulate the underlying OpenGL state before passing API calls into the real OpenGL system. You can do this to simulate mobile OpenGL on top of a desktop OpenGL implementation or vice versa. Manually writing wrappers for each and every API function is a tedious and thankless job. In this recipe, you will learn how to quickly make custom OpenGL hooks and use them in your applications.

Getting ready

This recipe uses a Python script to parse glcorearb.h and generate all the necessary scaffolding code for the wrapper functions. The complete source code for this recipe can be found in this book's source code bundle, under the name Chapter3/GL01_APIWrapping.

How to do it...

Let's write a small OpenGL application that prints all the GL API functions that have been used, along with their parameters, in the console window while the application...

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