Updated details (and screenshot) for texture mapping demo
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@ -59,10 +59,10 @@ All required headers and libs are included in the repository, building the examp
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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.
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### Texture loading
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### Texture mapping
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<img src="./screenshots/basic_texture.png" height="128px">
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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.
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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.
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### Cubemap
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<img src="./screenshots/texture_cubemap.png" height="128px">
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@ -73,7 +73,7 @@ The demo uses two different pipelines (and shader sets) to display the cubemap a
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### Texture array
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<img src="./screenshots/texture_array.png" height="128px">
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Texture arrays allow storing of multiple images in different layers without any interpolation between the layers.
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Texture arrays allow storing of multiple images in different layers without any interpolation between the layers.
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This example demonstrates the use of a 2D texture array with instanced rendering. Each instance samples from a different layer of the texture array.
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### Pipelines
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