Updated details (and screenshot) for texture mapping demo

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saschawillems 2016-01-03 20:21:09 +01:00
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@ -59,10 +59,10 @@ All required headers and libs are included in the repository, building the examp
Most basic example. Renders a colored triangle using an indexed vertex buffer, only one pipeline with very simple shaders. Uses a single uniform buffer for the matrices.
### Texture loading
### Texture mapping
<img src="./screenshots/basic_texture.png" height="128px">
Loads a single texture and displays it on a simple quad. Demonstrates loading a texture to host visible memory and transforming it into an optimal tiling format for the GPU.
Loads a single texture and displays it on a simple quad. Demonstrates loading a texture to host visible memory (linear tiling) and transforming it into an optimal (tiling) format for the GPU, including upload of available mip map levels.
### Cubemap
<img src="./screenshots/texture_cubemap.png" height="128px">
@ -73,7 +73,7 @@ The demo uses two different pipelines (and shader sets) to display the cubemap a
### Texture array
<img src="./screenshots/texture_array.png" height="128px">
Texture arrays allow storing of multiple images in different layers without any interpolation between the layers.
Texture arrays allow storing of multiple images in different layers without any interpolation between the layers.
This example demonstrates the use of a 2D texture array with instanced rendering. Each instance samples from a different layer of the texture array.
### Pipelines