diff --git a/README.md b/README.md index 5637d71e..37286012 100644 --- a/README.md +++ b/README.md @@ -105,6 +105,13 @@ Shows the use of instancing for rendering the same mesh with differing uniforms Based on the mesh loading example, this example loads and displays a rigged COLLADA model including animations. Bone weights are extracted for each vertex and are passed to the vertex shader together with the final bone transformation matrices for vertex position calculations.

+## [Particle system](particlefire/) + + +Point sprite based particle system simulating a fire. Particles and their attributes are stored in a host visible vertex buffer that's updated on the CPU on each frame. Also makes use of pre-multiplied alpha for rendering particles with different blending modes (smoke and fire) in one single pass. + + + ## [Push constants](pushconstants/)