diff --git a/README.md b/README.md index eb785960..96875c4c 100644 --- a/README.md +++ b/README.md @@ -6,7 +6,7 @@ Assorted C++ examples for [Vulkan(tm)](https://www.khronos.org/vulkan/), the new # Building -The repository contains everything required to compile and build the examples on Windows, Linux and Android. All required dependencies are included. +The repository contains everything required to compile and build the examples on Windows, Linux and Android using a C++ compiler that supports C++11. All required dependencies are included. ## Windows A Visual Studio solution file for compiling all examples is included with the repository, examples will compile with VS2015 out of the box. @@ -104,6 +104,14 @@ Vulkan interpretation of glxgears. Procedurally generates separate meshes for ea Uses [assimp](https://github.com/assimp/assimp) to load a mesh from a common 3D format including a color map. The mesh data is then converted to a fixed vertex layout matching the shader vertex attribute bindings.

+## [Scene rendering](scenerendering/) + + +This example demonstrates a way to render a scene consisting of multiple meshes with different materials and textures. It makes use of separate per-material descriptor sets for passing texturing information and uses push constants to pass material properties to the shaders. + +Also shows how to use multiple descriptor sets simultaneously with the new GLSL "set" layout qualifier introduced with [GL_KHR_vulkan_glsl](https://www.khronos.org/registry/vulkan/specs/misc/GL_KHR_vulkan_glsl.txt). +

+ ## [Mesh instancing](instancing/) @@ -271,9 +279,9 @@ Please note that (some) models and textures use separate licenses. Please comply - Cubemap used in cubemap example by [Emil Persson(aka Humus)](http://www.humus.name/) - Armored knight model used in deferred example by [Gabriel Piacenti](http://opengameart.org/users/piacenti) - Voyager model by [NASA](http://nasa3d.arc.nasa.gov/models) -- Astroboy COLLADA model copyright 2008 Sony Computer Entertainment Inc. - Old deer model used in tessellation example by [Čestmír Dammer](http://opengameart.org/users/cdmir) - Hidden treasure scene used in pipeline and debug marker examples by [Laurynas Jurgila](http://www.blendswap.com/user/PigArt) +- Sibenik Cathedral model by Marko Dabrovic, using updated version by [Kenzie Lamar and Morgan McGuire](http://graphics.cs.williams.edu/data/meshes.xml) - Textures used in some examples by [Hugues Muller](http://www.yughues-folio.com) - Updated compute particle system shader by [Lukas Bergdoll](https://github.com/Voultapher) - Vulkan scene model (and derived models) by [Dominic Agoro-Ombaka](http://www.agorodesign.com/) and [Sascha Willems](http://www.saschawillems.de) diff --git a/screenshots/scenerendering.jpg b/screenshots/scenerendering.jpg new file mode 100644 index 00000000..dfd18c0d Binary files /dev/null and b/screenshots/scenerendering.jpg differ