Table of Contents
Preface
Part 1:Building a Graphics Renderer
1
Creating the Game Window
Technical requirements
Getting the source code and the basic tools
Code organization in this book
The basic code for our application
NULL versus nullptr
Creating your first window
Adding support for OpenGL or Vulkan to the window
GLFW and OpenGL
GLFW and Vulkan
Event handling in GLFW
The GLFW event queue handling
Mixing the C++ classes and the C callbacks
The mouse and keyboard input for the game window
Key code, scan code, and modifiers
Different styles of mouse movement
Summary
Practical sessions
Additional resources
2
Building an OpenGL 4 Renderer
Technical requirements
The rendering pipeline of OpenGL 4
Basic elements of the OpenGL 4 renderer
The OpenGL ...
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