Updated screenshots and readme
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README.md
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@ -49,14 +49,17 @@ This example is far more explicit than the other examples and is meant to be a s
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## [Texture mapping](texture/)
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## [Texture mapping](texture/)
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<img src="./screenshots/basic_texture.png" height="96px" align="right">
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<img src="./screenshots/basic_texture.png" height="96px" align="right">
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Loads a single texture and displays it on a simple quad. Shows how to upload a texture including mip maps to the gpu in an optimal (tiling) format. Also demonstrates how to display the texture using a combined image sampler with anisotropic filtering enabled.
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Shows how to upload a 2D texture to video memory for sampling in a shader. Loads a compressed texture into a host visible staging buffer and copies all mip levels to a device local optimal tiled image for best performance.
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Also demonstrates the use of (combined) image samplers. Samplers are detached from the actual texture image and only contain information on how a image is sampled in the shader.
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<br><br>
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<br><br>
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## [Cubemap](texturecubemap/)
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## [Cubemap texture](texturecubemap/)
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<img src="./screenshots/texture_cubemap.png" height="96px" align="right">
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<img src="./screenshots/texture_cubemap.jpg" height="96px" align="right">
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Building on the basic texture loading example a cubemap is loaded into host visible memory and then transformed into an optimal format for the GPU.
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Building on the basic texture loading example, a cubemap texture is loaded into a staging buffer and is copied over to a device local optimal image using buffer to image copies for all of it's faces and mip maps.
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The demo uses two different pipelines (and shader sets) to display the cubemap as a skybox (background) and as a source for reflections.
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The demo then uses two different pipelines (and shader sets) to display the cubemap as a skybox (background) and as a source for reflections.
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<br><br>
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<br><br>
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## [Texture array](texturearray/)
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## [Texture array](texturearray/)
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Before Width: | Height: | Size: 492 KiB |
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Before Width: | Height: | Size: 531 KiB After Width: | Height: | Size: 398 KiB |
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Before Width: | Height: | Size: 218 KiB After Width: | Height: | Size: 190 KiB |
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screenshots/bloom.jpg
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After Width: | Height: | Size: 97 KiB |
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Before Width: | Height: | Size: 476 KiB |
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Before Width: | Height: | Size: 374 KiB After Width: | Height: | Size: 249 KiB |
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Before Width: | Height: | Size: 422 KiB After Width: | Height: | Size: 231 KiB |
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screenshots/multithreading.jpg
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After Width: | Height: | Size: 228 KiB |
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Before Width: | Height: | Size: 434 KiB |
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Before Width: | Height: | Size: 278 KiB After Width: | Height: | Size: 210 KiB |
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screenshots/texture_cubemap.jpg
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After Width: | Height: | Size: 241 KiB |
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Before Width: | Height: | Size: 1.6 MiB |
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Before Width: | Height: | Size: 691 KiB After Width: | Height: | Size: 513 KiB |