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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 blend state

Transparent objects are very common in the environment we see every day around us. Such objects are also common in 3D applications. To simulate transparent materials and simplify operations that the hardware needs to perform to render transparent objects, blending was introduced. It mixes the color of a processed fragment with a color that is already stored in a framebuffer. Parameters for this operation are prepared through a graphics pipeline's blend state.

How to do it...

  1. Create a variable of type VkPipelineColorBlendAttachmentState named attachment_blend_states.
  2. For each color attachment used in a subpass in which a given graphics pipeline is bound, add a new element to the attachment_blend_states vector. If the independentBlend...
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