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Vulkan Cookbook

You're reading from   Vulkan Cookbook Work through recipes to unlock the full potential of the next generation graphics API—Vulkan

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Product type Paperback
Published in Apr 2017
Publisher Packt
ISBN-13 9781786468154
Length 700 pages
Edition 1st Edition
Languages
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Author (1):
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Pawel Lapinski Pawel Lapinski
Author Profile Icon Pawel Lapinski
Pawel Lapinski
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Toc

Table of Contents (13) Chapters Close

Preface 1. Instance and Devices FREE CHAPTER 2. Image Presentation 3. Command Buffers and Synchronization 4. Resources and Memory 5. Descriptor Sets 6. Render Passes and Framebuffers 7. Shaders 8. Graphics and Compute Pipelines 9. Command Recording and Drawing 10. Helper Recipes 11. Lighting 12. Advanced Rendering Techniques

Specifying a pipeline depth and stencil state

Usually, when we render a geometry, we want to mimic the way we see the world--objects further away are smaller, objects closer to us are larger and they cover the objects behind them (obscure our view). In modern 3D graphics, this last effect (objects further away being obscured by objects being nearer) is achieved through a depth test. The way in which a depth test is performed, is specified through a depth and stencil state of a graphics pipeline.

How to do it...

  1. Create a variable of type VkPipelineDepthStencilStateCreateInfo named depth_and_stencil_state_create_info. Use the following values to initialize its members:
    • VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO value for sType
    • nullptr value for pNext...
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