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Learning Vulkan

You're reading from   Learning Vulkan Discover how to build impressive 3D graphics with 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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Toc

Table of Contents (18) Chapters Close

Learning Vulkan
Credits
About the Author
Acknowledgments
About the Reviewer
www.PacktPub.com
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

Prerequisites for texture drawing


Implementing textures is easy and requires only a few steps. Let's have a quick overview of this first, then we will take a deep dive into it:

  1. Texture coordinates: Textures are glued to the geometry surfaces using texture coordinates. For each vertex, there is a corresponding texture coordinate attached. In our implementation, we specified the vertices and texture coordinates in an interleaved form.

  2. The shader stage: The vertex and fragment shader are modified to bound the texture resources. The shader stage allows the fragment shader to access the texture resource and paint the fragments. Textures are shared in the form of a sampler at the shader stage.

  3. Loading the image files: Parse the image files and load the raw image data into the local data structure. This will be helpful in producing Vulkan image resources and sharing them at the shader stage.

  4. Local image data structure: The TextureData local data structure stores all the image-specific attributes...

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