Android examples and screenshots
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@ -12,14 +12,24 @@ Since Vulkan is not yet part of the Android OS (like OpenGL ES) the library and
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## Examples
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### Triangle
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----
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## Triangle
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<img src="./screenshots/triangle.png" height="96px" align="right">
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Demonstrates a basic Vulkan setup for Android for rendering a triangle. A real life application would encapulate most of the Vulkan object creation stuff (which is done in subsequent examples), so this is more of an example to study how Vulkan works. Also sets up a swap chain for presenting the rendered images to the windowing system.
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### Texture mapping
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----
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<br><br>
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### Mesh loading and rendering
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----
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## Texture mapping
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<img src="./screenshots/texture_mapping.png" height="96px" align="right">
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Loads a mipmapped texture from the asset manager and it on a simple quad. Shows how to upload a texture including mip maps to the gpu in an optimal (tiling) format. Also demonstrates how to display the texture using a combined image sampler with anisotropic filtering enabled.
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<br><br>
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### Compute shader particle system
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----
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## Mesh loading and rendering
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<img src="./screenshots/mesh_rendering.png" height="96px" align="right">
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Uses [syoyos' tinyobj loader](https://github.com/syoyo/tinyobjloader) to load and render a mesh from the asset manager. The mesh data is then converted to a fixed vertex layout matching the pipeline (and shader) layout descriptions.
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<br><br>
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## Compute shader Particle system
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<img src="./screenshots/compute_particles.png" height="96px" align="right">
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Attraction based particle system. A shader storage buffer is used to store particle data and updated by a compute shader. The buffer is then used by the graphics pipeline for rendering.
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