Description |
1 online resource |
Contents |
Cover -- Copyright -- Contributors -- Table of Contents -- Preface -- Chapter 1: Establishing a Build Environment -- Technical requirements -- OpenGL 4.6 with AZDO and Vulkan -- What is the essence of modern OpenGL? -- Setting up our development environment on Windows -- Getting ready -- How to do it... -- There's more... -- Setting up our development environment on Linux -- Getting ready -- How to do it... -- Installing the Vulkan SDK for Windows and Linux -- Getting ready -- How to do it... -- There's more... -- Managing dependencies -- Getting ready -- How to do it... -- How it works.. |
|
There's more... -- Getting the demo data -- How to do it -- There's more... -- Creating utilities for CMake projects -- Getting ready -- How to do it... -- There's more... -- Chapter 2: Using Essential Libraries -- Technical requirements -- Using the GLFW library -- Getting ready -- How to do it... -- There's more... -- Doing math with GLM -- Getting ready -- How to do it... -- There's more... -- Loading images with STB -- Getting ready -- How to do it... -- There's more... -- Rendering a basic UI with Dear ImGui -- Getting ready -- How to do it... -- There's more... -- Integrating EasyProfiler |
|
Getting ready -- How to do it... -- How it works... -- There's more... -- Integrating Optick -- Getting ready -- How to do it... -- How it works... -- There's more... -- Using the Assimp library -- Getting ready -- How to do it... -- Getting started with Etc2Comp -- Getting ready -- How to do it... -- There's more... -- Multithreading with Taskflow -- Getting ready -- How to do it... -- There's more... -- Introducing MeshOptimizer -- Getting ready -- How to do it... -- There's more... -- Chapter 3: Getting Started with OpenGL and Vulkan -- Technical requirements -- Intercepting OpenGL API calls |
|
Getting ready -- How to do it... -- How it works... -- Working with Direct State Access (DSA) -- Getting ready -- How to do it... -- There's more... -- Loading and compiling shaders in OpenGL -- Getting ready -- How to do it... -- There's more... -- Implementing programmable vertex pulling (PVP) in OpenGL -- Getting ready -- How to do it... -- How it works... -- There's more... -- Working with cube map textures -- Getting ready -- How to do it... -- There's more... -- Compiling Vulkan shaders at runtime -- Getting ready -- How to do it... -- How it works... -- There's more.. |
|
Initializing Vulkan instances and graphical devices -- Getting ready -- How to do it... -- Initializing the Vulkan swap chain -- Getting ready -- How to do it... -- Setting up Vulkan's debugging capabilities -- How to do it... -- There's more... -- Tracking and cleaning up Vulkan objects -- Getting ready -- How to do it... -- Using Vulkan command buffers -- How to do it... -- See also -- Dealing with buffers in Vulkan -- Getting ready -- How to do it... -- How it works... -- Using texture data in Vulkan -- Getting ready -- How to do it... -- Using mesh geometry data in Vulkan -- Getting ready |
Notes |
Description based on CIP data; resource not viewed |
Subject |
OpenGL.
|
|
Vulkan
|
|
OpenGL. |
|
Rendering (Computer graphics)
|
|
Computer programming.
|
|
Three-dimensional modeling.
|
|
computer programming.
|
|
Computer programming.
|
|
Rendering (Computer graphics)
|
|
Three-dimensional modeling.
|
Form |
Electronic book
|
Author |
Latypov, Viktor, author
|
ISBN |
9781838985301 |
|
1838985301 |
|