Updated readme, new screenshot for spherical environment mapping example
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README.md
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README.md
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@ -27,11 +27,7 @@ Precompiled binaries for Windows (x64), Linux (x64) and Android can be [found he
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Note that these only contain the binaries, you still need the repository for the data (shaders, models, textures) and put the binaries into to bin subfolder.
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## Vendor support
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The examples have been tested on different vendors, but since **most drivers are beta** not all examples may work with all vendors.
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Currently all examples should run on NVIDIA, and most of them on AMD too. Demos that currently won't work with one IHV will be fixed as soon as possible.
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The android examples have only been tested on NVIDIA hardware yet.
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The examples have been tested to work on recent NVIDIA and AMD GPUs, but since **most drivers are beta** not all examples may work with all vendors.
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## API-Version
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@ -164,7 +160,9 @@ The cube map faces contain the distances from the light sources, which are then
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## [Spherical environment mapping](sphericalenvmapping/)
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<img src="./screenshots/spherical_env_mapping.png" height="96px" align="right">
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Uses a matcap texture (spherical reflection map) to fake complex lighting. It's based on [this article](https://github.com/spite/spherical-environment-mapping).
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Uses a (spherical) material capture texture containing environment lighting and reflection information to fake complex lighting. The example also uses a texture array to store (and select) several material caps that can be toggled at runtime.
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The technique is based on [this article](https://github.com/spite/spherical-environment-mapping).
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<br><br>
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## [Parallax mapping](parallaxmapping/)
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@ -182,7 +180,7 @@ Generating curved PN-Triangles on the GPU using tessellation shaders to add deta
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## [(Tessellation shader) Displacement mapping](tessellation/)
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<img src="./screenshots/tess_displacement.jpg" height="96px" align="right">
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Uses tessellation shaders to generate and displace geometry based on a displacement map (heightmap).
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Uses tessellation shaders to generate additional details and displace geometry based on a displacement map (heightmap).
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<br><br>
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## [(Compute shader) Particle system](computeshader/)
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