Added particle system example to the readme

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saschawillems 2016-03-19 20:10:41 +01:00
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@ -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.
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## [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">