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.
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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/)
<img src="./screenshots/push_constants.png" height="96px" align="right">