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Learning Vulkan

You're reading from   Learning Vulkan Get introduced to the next generation graphics API—Vulkan

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Product type Paperback
Published in Dec 2016
Publisher Packt
ISBN-13 9781786469809
Length 466 pages
Edition 1st Edition
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Author (1):
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Parminder Singh Parminder Singh
Author Profile Icon Parminder Singh
Parminder Singh
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Table of Contents (12) Chapters Close

Preface 1. Getting Started with the NextGen 3D Graphics API 2. Your First Vulkan Pseudo Program FREE CHAPTER 3. Shaking Hands with the Device 4. Debugging in Vulkan 5. Command Buffer and Memory Management in Vulkan 6. Allocating Image Resources and Building a Swapchain with WSI 7. Buffer Resource, Render Pass, Framebuffer, and Shaders with SPIR-V 8. Pipelines and Pipeline State Management 9. Drawing Objects 10. Descriptors and Push Constant 11. Drawing Textures

Rendering an indexed geometry


In this section, you will learn to use the vkCmdDrawIndexed() draw command. This command is used for drawing the index geometry.The vkCmdDrawIndexed() API is an index buffer's draw command. In an index buffer, each vertex is represented using an index number. This fashion of representing mesh data requires less memory and storage space to represent connected meshes when the mesh has shared vertices (such as enclosed shapes).

For example, a square geometry rendered using two triangles shares two common vertices as shown in the following example; as you can see, the first and third vertices are repeated:

static const VertexWithColor squareData[] = 
{ 
  { -0.5f,  0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0 }, 
  {  0.5f,  0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0 }, 
  {  0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0 }, 
  { -0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0 }, 
}; 
 
uint16_t squareIndices[] = { 0,3,1, 3,2,1 }; ...
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