Added particle system example to the readme
This commit is contained in:
parent
9c891b8273
commit
15a860bc42
1 changed files with 7 additions and 0 deletions
|
|
@ -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.
|
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.
|
||||||
<br><br>
|
<br><br>
|
||||||
|
|
||||||
|
## [Particle system](particlefire/)
|
||||||
|
<img src="./screenshots/particlefire.png" height="96px" align="right">
|
||||||
|
|
||||||
|
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/)
|
## [Push constants](pushconstants/)
|
||||||
<img src="./screenshots/push_constants.png" height="96px" align="right">
|
<img src="./screenshots/push_constants.png" height="96px" align="right">
|
||||||
|
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue