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Vulkan 3D Graphics Rendering Cookbook

You're reading from   Vulkan 3D Graphics Rendering Cookbook Implement expert-level techniques for high-performance graphics with Vulkan

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Product type Paperback
Published in Feb 2025
Publisher Packt
ISBN-13 9781803248110
Length 714 pages
Edition 2nd Edition
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Authors (3):
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Sergey Kosarevsky Sergey Kosarevsky
Author Profile Icon Sergey Kosarevsky
Sergey Kosarevsky
Alexey Medvedev Alexey Medvedev
Author Profile Icon Alexey Medvedev
Alexey Medvedev
Viktor Latypov Viktor Latypov
Author Profile Icon Viktor Latypov
Viktor Latypov
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Toc

Table of Contents (14) Chapters Close

Preface 1. Establishing a Build Environment 2. Getting Started with Vulkan FREE CHAPTER 3. Working with Vulkan Objects 4. Adding User Interaction and Productivity Tools 5. Working with Geometry Data 6. Physically Based Rendering Using the glTF 2.0 Shading Model 7. Advanced PBR Extensions 8. Graphics Rendering Pipeline 9. glTF Animations 10. Image-Based Techniques 11. Advanced Rendering Techniques and Optimizations 12. Other Books You May Enjoy
13. Index

Deleting nodes and merging scene graphs

Our scene graph management routines, as described earlier in this chapter, are incomplete without a few additional operations:

  • Deleting scene nodes
  • Merging multiple scenes into one (in our case, combining the exterior and interior objects of the Bistro scene)
  • Merging material and mesh data lists
  • Merging multiple static meshes with the same material into a single, larger mesh

These operations are crucial for the final demo application of this chapter. In the original Lumberyard Bistro scene, a large tree in the backyard contains thousands of small orange and green leaves, which represent nearly two-thirds of the total draw call count in the scene – approximately 18'000 out of 27'000 objects.

This recipe describes the deleteSceneNodes() and mergeNodesWithMaterial() routines, which are used for manipulating the scene graph. Along with the next recipe Rendering large scenes, these functions...

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