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saschawillems 2017-11-12 19:48:59 +01:00
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Shows how to generate and render such an indirect draw command buffer that is staged to the device. Indirect draw buffers are the base for generating and updating draw commands on the GPU using shaders. Shows how to generate and render such an indirect draw command buffer that is staged to the device. Indirect draw buffers are the base for generating and updating draw commands on the GPU using shaders.
### [High dynamic range]examples/(hdr/) ### [High dynamic range](examples/hdr/)
<img src="./screenshots/hdr.jpg" height="72px" align="right"> <img src="./screenshots/hdr.jpg" height="72px" align="right">
Demonstrates high dynamic range rendering using floating point texture and framebuffer formats, extending the internal image precision range from the usual 8 Bits used in LDR to 16/32 bits. Also adds HDR bloom on top of the scene using a separable blur filter and manual exposure via tone mapping. Demonstrates high dynamic range rendering using floating point texture and framebuffer formats, extending the internal image precision range from the usual 8 Bits used in LDR to 16/32 bits. Also adds HDR bloom on top of the scene using a separable blur filter and manual exposure via tone mapping.

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# Dynamic uniform buffers # Dynamic uniform buffers
<img src="../screenshots/dynamicuniformbuffer.jpg" height="256px"> <img src="../../screenshots/dynamicuniformbuffer.jpg" height="256px">
## Synopsis ## Synopsis

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# Indirect drawing # Indirect drawing
<img src="../screenshots/indirectdraw.jpg" height="256px"> <img src="../../screenshots/indirectdraw.jpg" height="256px">
## Synopsis ## Synopsis

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# Run-time mip-map generation # Run-time mip-map generation
<img src="../screenshots/texture_mipmap_gen.jpg" height="256px"> <img src="../../screenshots/texture_mipmap_gen.jpg" height="256px">
## Synopsis ## Synopsis