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

Product typeBook
Published inDec 2023
Reading LevelN/a
PublisherPackt
ISBN-139781803246529
Edition2nd Edition
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Authors (2):
Michael Dunsky
Michael Dunsky
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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
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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

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Textures are not just for pictures

In the previous chapters, we used two different methods to upload larger amounts of arbitrary data to the GPU: in Chapter 4, we added uniform buffers, and in Chapter 9, shader storage buffers were introduced. The push constants for Vulkan are not added to this list because of the limited size of only 128 bytes.

Uniform buffer objects, abbreviated to UBOs, were introduced in OpenGL 3.1. UBOs can contain data shared across all shaders, ideal for uploading central data such as matrices or light parameters. But alas, the minimum guaranteed size of uniform buffers is only 64 KB, a limit one could reach quickly on complex virtual scenes.

Also introduced in OpenGL 3.1 were texture buffer objects, or for short, TBOs. Technically, a TBO is closely related to a texture, but it is not backed by an image like a real texture. Instead, a separate buffer is bound to the texture unit, and every texel of that texture can be read by its position. The value is...

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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