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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

Indirect rendering in Vulkan

Indirect rendering is the process of issuing drawing commands to the graphics API, where most of the parameters to those commands come from GPU buffers. It is a part of many modern GPU usage paradigms, and it exists in all contemporary rendering APIs in some form. For example, we can do indirect rendering with OpenGL using the glDraw*Indirect*() family of functions. Instead of dealing with OpenGL here, let's get more technical and learn how to combine indirect rendering in Vulkan with the mesh data format that we introduced in the Organizing the storage of mesh data recipe.

Getting ready

Once we have defined the mesh data structures, we also need to render them. To do this, we allocate GPU buffers for the vertex and index data using the previously described functions, upload all the data to GPU, and, finally, fill the command buffers to render these buffers at each frame.

The whole point of the previously defined Mesh data structure is the...

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