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C++ Game Animation Programming - Second Edition

You're reading from  C++ Game Animation Programming - Second Edition

Product type Book
Published in Dec 2023
Publisher Packt
ISBN-13 9781803246529
Pages 480 pages
Edition 2nd Edition
Languages
Concepts
Authors (2):
Michael Dunsky Michael Dunsky
Profile icon Michael Dunsky
Gabor Szauer Gabor Szauer
Profile icon Gabor Szauer
View More author details
Toc

Table of Contents (22) Chapters close

Preface 1. Part 1:Building a Graphics Renderer
2. Chapter 1: Creating the Game Window 3. Chapter 2: Building an OpenGL 4 Renderer 4. Chapter 3: Building a Vulkan Renderer 5. Chapter 4: Working with Shaders 6. Chapter 5: Adding Dear ImGui to Show Valuable Information 7. Part 2: Mathematics Roundup
8. Chapter 6: Understanding Vector and Matrix 9. Chapter 7: A Primer on Quaternions and Splines 10. Part 3: Working with Models and Animations
11. Chapter 8: Loading Models in the glTF Format 12. Chapter 9: The Model Skeleton and Skin 13. Chapter 10: About Poses, Frames, and Clips 14. Chapter 11: Blending between Animations 15. Part 4: Advancing Your Code to the Next Level
16. Chapter 12: Cleaning Up the User Interface 17. Chapter 13: Implementing Inverse Kinematics 18. Chapter 14: Creating Instanced Crowds 19. Chapter 15: Measuring Performance and Optimizing the Code 20. Index 21. Other Books You May Enjoy

Textures are not just for pictures

In the previous chapters, we used two different methods to upload larger amounts of arbitrary data to the GPU: in Chapter 4, we added uniform buffers, and in Chapter 9, shader storage buffers were introduced. The push constants for Vulkan are not added to this list because of the limited size of only 128 bytes.

Uniform buffer objects, abbreviated to UBOs, were introduced in OpenGL 3.1. UBOs can contain data shared across all shaders, ideal for uploading central data such as matrices or light parameters. But alas, the minimum guaranteed size of uniform buffers is only 64 KB, a limit one could reach quickly on complex virtual scenes.

Also introduced in OpenGL 3.1 were texture buffer objects, or for short, TBOs. Technically, a TBO is closely related to a texture, but it is not backed by an image like a real texture. Instead, a separate buffer is bound to the texture unit, and every texel of that texture can be read by its position. The value is...

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