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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

Binding vertex buffers

When we draw a geometry, we need to specify data for vertices. At the very least, vertex positions are required, but we can specify other attributes such as normal, tangent or bitangent vectors, colors, or texture coordinates. This data comes from buffers created with a vertex buffer usage. We need to bind these buffers to specified bindings before we can issue drawing commands.

Getting ready

In this recipe, a custom VertexBufferParameters type is introduced. It has the following definition:

struct VertexBufferParameters { 
  VkBuffer      Buffer; 
  VkDeviceSize  MemoryOffset; 
};

This type is used to specify the buffer's parameters: its handle (in the Buffer member) and an offset from the start of the buffer's memory from which...

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