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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

Implementing lightweight rendering queues in OpenGL

All our previous rendering examples in this book were built with the assumption that an indirect draw call renders the entire collection of loaded meshes using the currently bound shader program. This functionality is sufficient to implement simple rendering techniques, where all the meshes can be treated the same way—for example, we can take the entire scene geometry and render it using a shadow-mapping shader program. Then, we take exactly the same scene geometry and render it entirely using another shader program to apply texture mapping. As we try to build a more complex rendering engine, this approach immediately breaks because different parts of the scene require different treatment. It can be as simple as different materials or as complex as having opaque and transparent surfaces, which may require completely different rendering code paths.

One naive solution to this problem would be to physically separate the actual...

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