Updated screenshot for mesh rendering example, attributions
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@ -56,10 +56,10 @@ Pipelines replace the huge (and cumbersome) state machine of OpenGL. This exampl
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Vulkan interpretation of glxgears. Procedurally generates separate meshes for each gear, with every mesh having it's own uniform buffer object for animation. Also demonstrates how to use different descriptor sets.
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Vulkan interpretation of glxgears. Procedurally generates separate meshes for each gear, with every mesh having it's own uniform buffer object for animation. Also demonstrates how to use different descriptor sets.
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### Mesh rendering
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### Mesh loading and rendering
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<img src="./screenshots/basic_mesh.png" height="128px">
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<img src="./screenshots/basic_mesh.png" height="128px">
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Uses [assimp](https://github.com/assimp/assimp) to load and a mesh from a common 3D format. The mesh data is then converted to a fixed vertex layout matching a basic set of shaders.
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Uses [assimp](https://github.com/assimp/assimp) to load and a mesh from a common 3D format including a color map. The mesh data is then converted to a fixed vertex layout matching the pipeline (and shader) layout descriptions.
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### Mesh instancing
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### Mesh instancing
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<img src="./screenshots/instancing.png" height="128px">
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<img src="./screenshots/instancing.png" height="128px">
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@ -151,6 +151,8 @@ More of a playground than an actual example. Renders multiple meshes with differ
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## Attributions
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## Attributions
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- Cubemap used in cubemap example by [Emil Persson(aka Humus)](http://www.humus.name/)
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- Cubemap used in cubemap example by [Emil Persson(aka Humus)](http://www.humus.name/)
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- Armored knight model by [Gabriel Piacenti](http://opengameart.org/users/piacenti)
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- Voyager model by [NASA](http://nasa3d.arc.nasa.gov/models)
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## External resources
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## External resources
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- [Official list of Vulkan resources](https://www.khronos.org/vulkan/resources)
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- [Official list of Vulkan resources](https://www.khronos.org/vulkan/resources)
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