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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 and saving a scene graph

To quote Frederick Brooks, "Show me your data structures and I do not need to see your code." Hopefully, it is already more or less clear how to implement basic operations on a scene graph, but the remaining recipes in this chapter will explicitly describe all the required routines. Here, we will provide an overview of the loading and saving operations for our scene graph structure.

Getting ready

Make sure you have read the previous recipe, Using data-oriented design for a scene graph, before proceeding any further.

How to do it...

The loading procedure is a sequence of fread() calls, followed by a pair of loadMap() operations. As usual, we will be omitting any error handling code in this book's text; however, the accompanying source code bundle contains many necessary checks to see if the file was actually opened and so on. Let's get started:

  1. After opening the file, we can read the count of stored scene nodes...
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