Technical requirements
To run the recipes in this chapter, you need to use a computer with a video card that supports OpenGL 4.6 with ARB_bindless_texture
and Vulkan 1.2. Read Chapter 1, Establishing a Build Environment, if you want to learn how to build the demo applications shown in this book.
This chapter relies on the geometry loading code that was explained in Chapter 7, Graphics Rendering Pipeline, and the lightweight OpenGL rendering queues we described in Chapter 9, Working with Scene Graphs. Make sure you read both these chapters before proceeding any further.
You can find the code files present in this chapter on GitHub at https://github.com/PacktPublishing/3D-Graphics-Rendering-Cookbook/tree/master/Chapter10.