Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
All Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletter Hub
Free Learning
Arrow right icon
timer SALE ENDS IN
0 Days
:
00 Hours
:
00 Minutes
:
00 Seconds
Arrow up icon
GO TO TOP
Learning Vulkan

You're reading from   Learning Vulkan Discover how to build impressive 3D graphics with the next-generation graphics API—Vulkan

Arrow left icon
Product type Paperback
Published in Dec 2016
Publisher Packt
ISBN-13 9781786469809
Length 466 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Parminder Singh Parminder Singh
Author Profile Icon Parminder Singh
Parminder Singh
Arrow right icon
View More author details
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

Chapter 11. Drawing Textures

In the previous chapter, we learned how to update the resource contents and read them at the shader stage using descriptors. We also covered push constant, which is an optimized way of updating the constant data at the shader stage using command buffers. In addition, by making use of descriptors, we added 3D transformations to our rendering primitives and also demonstrated an example to learn push constants.

In this chapter, we will learn and implement textures; we will wrap them around the geometry surfaces to bring realism to the scene. Textures are created using the Vulkan image resource; its data can be stored in either a linear or optimal layout. We will implement these two layouts—the latter layout uses staging. In staging, two different memory regions are used for the physical allocation process. The ideal memory placement for a resource may not be visible to the host. In this case, the application must first populate the resource in a host-visible staging...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $15.99/month. Cancel anytime
Visually different images