Replaced old skinning sample with new glTF one

This commit is contained in:
Sascha Willems 2020-06-06 13:57:31 +02:00
parent cb0633550f
commit 4850536922

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@ -162,9 +162,14 @@ Uses a dynamic floating point cube map to implement shadowing for a point light
Generating a complete mip-chain at runtime instead of loading it from a file, by blitting from one mip level, starting with the actual texture image, down to the next smaller size until the lower 1x1 pixel end of the mip chain.
#### [08 - Skeletal animation](examples/skeletalanimation/)
#### [11 - glTF scene loading and rendering](examples/gltfscene/)
Loads and renders an animated skinned 3D model. Skinning is done on the GPU by passing per-vertex bone weights and translation matrices.
Shows how to load the scene from a [glTF 2.0](https://github.com/KhronosGroup/glTF) file. The structure of the glTF 2.0 scene is converted into data structures required to render the scene with Vulkan.
#### [08 - glTF vertex skinning](examples/gltfskinning/)
Rendering an animated [glTF 2.0](https://github.com/KhronosGroup/glTF) scene using GPU vertex skinning.
#### [09 - Capturing screenshots](examples/screenshot/)