Mesh rendering demo screenshot, dependencies, info on validation layer constructor overload
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README.md
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README.md
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@ -29,10 +29,21 @@ class MyVulkanExample : public VulkanExampleBase
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}
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}
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```
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##### Validation layers
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The example base class offers a constructor overload for enabling a default set of Vulkan validation layers (for debugging purposes). If you want to use this functionality, simple use the construtor override :
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```cpp
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VulkanExample() : VulkanExampleBase(true)
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{
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...
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}
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```
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*todo* : Document helper classes like vulkandebug
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## Examples
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*todo* : In progress (order by complexity?)
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*todo* : In progress
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### Triangle
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<img src="./screenshots/basic_triangle.png" height="128px">
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@ -55,9 +66,9 @@ 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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### Mesh rendering
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*todo* : Current screenshot
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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 a mesh from a common 3D format and shows how to render it in Vulkan.
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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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### Mesh instancing
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*todo* : Current screenshot
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@ -86,7 +97,11 @@ Renders the vertex normals of a complex mesh with the use of a geometry shader.
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## Dependencies
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*todo*
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*Note*: Not all demos require all of these
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- [OpenGL Mathematics (GLM)](https://github.com/g-truc/glm)
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- [OpenGL Image (GLI)](https://github.com/g-truc/gli)
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- [Open Asset Import Library](https://github.com/assimp/assimp)
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- Vulkan Headers (not yet available)
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## External resources
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*TODO : In progress*
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screenshots/basic_mesh.png
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screenshots/basic_mesh.png
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