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Vulkan Cookbook

Vulkan Cookbook

By : Lapinski
2.9 (19)
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Vulkan Cookbook

Vulkan Cookbook

2.9 (19)
By: Lapinski

Overview of this book

Vulkan is the next generation graphics API released by the Khronos group. It is expected to be the successor to OpenGL and OpenGL ES, which it shares some similarities with such as its cross-platform capabilities, programmed pipeline stages, or nomenclature. Vulkan is a low-level API that gives developers much more control over the hardware, but also adds new responsibilities such as explicit memory and resources management. With it, though, Vulkan is expected to be much faster. This book is your guide to understanding Vulkan through a series of recipes. We start off by teaching you how to create instances in Vulkan and choose the device on which operations will be performed. You will then explore more complex topics such as command buffers, resources and memory management, pipelines, GLSL shaders, render passes, and more. Gradually, the book moves on to teach you advanced rendering techniques, how to draw 3D scenes, and how to improve the performance of your applications. By the end of the book, you will be familiar with the latest advanced techniques implemented with the Vulkan API, which can be used on a wide range of platforms.
Table of Contents (13 chapters)
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Drawing a skybox

Rendering 3D scenes, especially open world ones with vast viewing distances, requires many objects to be drawn. However, the processing power of current graphics hardware is still too limited to render as many objects as we see around us every day. So, to lower the number of drawn objects and to draw the background for our scene, we usually prepare an image (or a photo) of distant objects and draw just the image instead.

In games where players can freely move and look around, we can't draw a single image. We must draw images in all directions. Such images form a cube, and an object on which background images are placed is called a skybox. We render it in such a way that it is always in the background, at the furthest depth value available.

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