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3D Graphics Rendering Cookbook

You're reading from   3D Graphics Rendering Cookbook A comprehensive guide to exploring rendering algorithms in modern OpenGL and Vulkan

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Product type Paperback
Published in Aug 2021
Publisher Packt
ISBN-13 9781838986193
Length 670 pages
Edition 1st Edition
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Authors (2):
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Viktor Latypov Viktor Latypov
Author Profile Icon Viktor Latypov
Viktor Latypov
Sergey Kosarevsky Sergey Kosarevsky
Author Profile Icon Sergey Kosarevsky
Sergey Kosarevsky
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Toc

Table of Contents (12) Chapters Close

Preface 1. Chapter 1: Establishing a Build Environment 2. Chapter 2: Using Essential Libraries FREE CHAPTER 3. Chapter 3: Getting Started with OpenGL and Vulkan 4. Chapter 4: Adding User Interaction and Productivity Tools 5. Chapter 5: Working with Geometry Data 6. Chapter 6: Physically Based Rendering Using the glTF2 Shading Model 7. Chapter 7: Graphics Rendering Pipeline 8. Chapter 8: Image-Based Techniques 9. Chapter 9: Working with Scene Graphs 10. Chapter 10: Advanced Rendering Techniques and Optimizations 11. Other Books You May Enjoy

Generating LODs using MeshOptimizer

Earlier in this chapter, in the Implementing a geometry conversion tool recipe, we talked about preprocessing a mesh so that we can store it in a runtime efficient data format. One important part of the preprocessing pipeline is optimizing geometry and generating simplified meshes for real-time discrete LOD algorithms that we might want to use later. Let's learn how to generate simplified meshes using the MeshOptimizer library.

Getting ready

It is recommended that you revisit the Introducing MeshOptimizer recipe from Chapter 2, Using Essential Libraries. The complete source code for this recipe can be found in Chapter5/MeshConvert.

How to do it...

We are going to add a processLODs() function to our MeshConverter tool so that we can generate all of the necessary LOD meshes for a specified set of indices and vertices. Let's go through this function step by step to learn how to do it:

  1. The LOD meshes are represented as a...
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