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3D Graphics Rendering Cookbook

You're reading from   3D Graphics Rendering Cookbook A comprehensive guide to exploring rendering algorithms in modern OpenGL and Vulkan

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Product type Paperback
Published in Aug 2021
Publisher Packt
ISBN-13 9781838986193
Length 670 pages
Edition 1st Edition
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Authors (2):
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Viktor Latypov Viktor Latypov
Author Profile Icon Viktor Latypov
Viktor Latypov
Sergey Kosarevsky Sergey Kosarevsky
Author Profile Icon Sergey Kosarevsky
Sergey Kosarevsky
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Toc

Table of Contents (12) Chapters Close

Preface 1. Chapter 1: Establishing a Build Environment 2. Chapter 2: Using Essential Libraries FREE CHAPTER 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

Finalizing the scene-converter tool

While the scene-node deletion routine from the previous recipe is useful for implementing interactive editors, we still need to automatically optimize our Lumberyard Bistro scene geometry. Here, we provide a few helper routines to merge multiple scenes into one. These routines and the code from the previous recipe allow us to complete the scene data-conversion tool that we started in Chapter 7, Graphics Rendering Pipeline.

Getting ready

Make sure you read the previous recipe, Deleting nodes and merging scene graphs.

The source code for this recipe is part of the Chapter7/SceneConverter tool implemented in Chapter 7, Graphics Rendering Pipeline. Start exploring from the mergeBistro() function and follow this recipe's text.

How to do it...

The first routine we need is the merging of multiple meshes into a single contiguous array. Since each MeshData structure contains an array of triangle indices and an interleaved array of vertex...

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