Reader small image

You're reading from  C++ Game Animation Programming - Second Edition

Product typeBook
Published inDec 2023
Reading LevelN/a
PublisherPackt
ISBN-139781803246529
Edition2nd Edition
Languages
Tools
Concepts
Right arrow
Authors (2):
Michael Dunsky
Michael Dunsky
author image
Michael Dunsky

Michael Dunsky is an educated electronics technician, game developer, and console porting programmer with more than 20 years of programming experience. He started at the age of 14 with BASIC, adding on his way Assembly language, C, C++, Java, Python, VHDL, OpenGL, GLSL, and Vulkan to his portfolio. During his career, he also gained extensive knowledge in virtual machines, server operation, infrastructure automation, and other DevOps topics. Michael holds a Master of Science degree in Computer Science from the FernUniversität in Hagen, focused on computer graphics, parallel programming and software systems.
Read more about Michael Dunsky

Gabor Szauer
Gabor Szauer
author image
Gabor Szauer

Gabor Szauer has been making games since 2010. He graduated from Full Sail University in 2010 with a bachelor's degree in game development. Gabor maintains an active Twitter presence, and maintains a programming-oriented game development blog. Gabor's previously published books are Game Physics Programming Cookbook and Lua Quick Start Guide, both published by Packt.
Read more about Gabor Szauer

View More author details
Right arrow

Vertex data transfer to the GPU

The basic data flow in the graphics pipeline is shown in Figure 2.1 of Chapter 2. The input of the first shader stage is defined by you, the programmer. There are some rules and limits, but mostly it is between “nothing at all” in simple Hello World tutorial code, and extraordinarily complex, structured, and interleaved vertex data from games and 3D applications. As already stated at the start of the GLM, the OpenGL Mathematics library section, all data must reside in the GPU memory to be drawn.

We will copy the vertex data of the 3D models to the GPU by using vertex buffers. These are, like all other buffers, just parts of the GPU memory – in this case, dedicated to storing vertex data in it. Other methods exist, and we will talk about one of them in Chapter 14, where we will use textures as data storage instead of vertex buffers.

The OpenGL renderer from Chapter 2 and the Vulkan renderer from Chapter 3 already contain vertex...

lock icon
The rest of the page is locked
Previous PageNext Page
You have been reading a chapter from
C++ Game Animation Programming - Second Edition
Published in: Dec 2023Publisher: PacktISBN-13: 9781803246529

Authors (2)

author image
Michael Dunsky

Michael Dunsky is an educated electronics technician, game developer, and console porting programmer with more than 20 years of programming experience. He started at the age of 14 with BASIC, adding on his way Assembly language, C, C++, Java, Python, VHDL, OpenGL, GLSL, and Vulkan to his portfolio. During his career, he also gained extensive knowledge in virtual machines, server operation, infrastructure automation, and other DevOps topics. Michael holds a Master of Science degree in Computer Science from the FernUniversität in Hagen, focused on computer graphics, parallel programming and software systems.
Read more about Michael Dunsky

author image
Gabor Szauer

Gabor Szauer has been making games since 2010. He graduated from Full Sail University in 2010 with a bachelor's degree in game development. Gabor maintains an active Twitter presence, and maintains a programming-oriented game development blog. Gabor's previously published books are Game Physics Programming Cookbook and Lua Quick Start Guide, both published by Packt.
Read more about Gabor Szauer