Updated readme, new screenshot for spherical environment mapping example

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saschawillems 2016-03-02 21:35:54 +01:00
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@ -27,11 +27,7 @@ Precompiled binaries for Windows (x64), Linux (x64) and Android can be [found he
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.
## Vendor support
The examples have been tested on different vendors, but since **most drivers are beta** not all examples may work with all vendors.
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.
The android examples have only been tested on NVIDIA hardware yet.
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.
## API-Version
@ -164,7 +160,9 @@ The cube map faces contain the distances from the light sources, which are then
## [Spherical environment mapping](sphericalenvmapping/)
<img src="./screenshots/spherical_env_mapping.png" height="96px" align="right">
Uses a matcap texture (spherical reflection map) to fake complex lighting. It's based on [this article](https://github.com/spite/spherical-environment-mapping).
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.
The technique is based on [this article](https://github.com/spite/spherical-environment-mapping).
<br><br>
## [Parallax mapping](parallaxmapping/)
@ -182,7 +180,7 @@ Generating curved PN-Triangles on the GPU using tessellation shaders to add deta
## [(Tessellation shader) Displacement mapping](tessellation/)
<img src="./screenshots/tess_displacement.jpg" height="96px" align="right">
Uses tessellation shaders to generate and displace geometry based on a displacement map (heightmap).
Uses tessellation shaders to generate additional details and displace geometry based on a displacement map (heightmap).
<br><br>
## [(Compute shader) Particle system](computeshader/)

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