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Vulkan Cookbook

You're reading from   Vulkan Cookbook Work through recipes to unlock the full potential of the next generation graphics API—Vulkan

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Product type Paperback
Published in Apr 2017
Publisher Packt
ISBN-13 9781786468154
Length 700 pages
Edition 1st Edition
Languages
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Author (1):
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Pawel Lapinski Pawel Lapinski
Author Profile Icon Pawel Lapinski
Pawel Lapinski
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Toc

Table of Contents (13) Chapters Close

Preface 1. Instance and Devices FREE CHAPTER 2. Image Presentation 3. Command Buffers and Synchronization 4. Resources and Memory 5. Descriptor Sets 6. Render Passes and Framebuffers 7. Shaders 8. Graphics and Compute Pipelines 9. Command Recording and Drawing 10. Helper Recipes 11. Lighting 12. Advanced Rendering Techniques

Preparing a rotation matrix

When we create a 3D scene and manipulate its objects, we usually need to rotate them in order to properly place and orient them among other objects. Rotating an object is achieved with a rotation matrix. For it, we need to specify a vector, around which rotation will be performed, and an angle--how much rotation we want to apply.

How to do it...

  1. Prepare three variables of type float named x, y, and z. Initialize them with values that define an arbitrary vector, around which rotation should be performed. Make sure the vector is normalized (has a length equal to 1.0f).
  2. Prepare a variable of type float named angle and store an angle of the rotation (in radians) in it.
  3. Create a variable of type float named c. Store a cosine of the angle in...
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