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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 (2):
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Alexey Medvedev Alexey Medvedev
Author Profile Icon Alexey Medvedev
Alexey Medvedev
Sergey Kosarevsky Sergey Kosarevsky
Author Profile Icon Sergey Kosarevsky
Sergey Kosarevsky
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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

Using texture data in Vulkan

Before we can create meaningful 3D rendering applications with Vulkan, we need to understand how to work with textures. This recipe shows how to implement several functions for creating, destroying, and modifying texture objects, as well as managing the corresponding VkImage and VkImageView objects using the Vulkan API.

Getting ready

Uploading texture data to the GPU requires a staging buffer. Be sure to read the previous recipe, Implementing staging buffers, before continuing.

The source code for this recipe can be found in Chapter03/02_STB.

How to do it...

A Vulkan image is a type of object backed by memory, designed to store 1D, 2D, or 3D images, or arrays of these images. Readers familiar with OpenGL might wonder about cube maps. Cube maps are represented as an array of six 2D images and can be created by setting the VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT flag in the VkImageCreateInfo structure. We’ll revisit that later. For...

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