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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

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.

Getting ready

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