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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

Displaying polygon normals with a geometry shader

When rendering a geometry, we usually provide multiple attributes for each vertex--positions to draw the model, texture coordinates for texturing, and normal vectors for lighting calculation. Checking if all this data is correct may not be easy, but sometimes, when our rendering technique doesn't work as expected, it may be necessary.

In graphics programming, there are some debugging methods that are commonly used. Texture coordinates, which are usually two-dimensional, are displayed instead of the usual color. We can do the same with the normal vectors, but as they are three-dimensional, we can also display them in a form of lines. For this purpose, a geometry shader may be used.

How to do it...

  1. Create a vertex...
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