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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

Using texture data in Vulkan

Before we can write a meaningful 3D rendering application with Vulkan, we need to learn how to deal with textures. This recipe will show you how to implement several functions for creating, destroying, and modifying texture objects on the GPU using the Vulkan API.

Getting ready

Uploading texture data to a GPU requires a staging buffer. Read the previous recipe, Dealing with buffers in Vulkan, before you proceed further.

The complete source code for these functions can be found in the shared/UtilsVulkan.cpp source file.

How to do it...

The first thing we will do is create an image. A Vulkan image is another type of buffer that's designed to store a 1D, 2D, or 3D image, or even an array of these images. Those of you who are familiar with OpenGL are probably wondering about cube maps. Cube maps are special entities in Vulkan that are represented as an array of six 2D images, and they can be constructed by setting the VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT...

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