Updated screenshot and description for revised instancing example

This commit is contained in:
saschawillems 2017-01-08 12:25:34 +01:00
parent 094ed4bccf
commit d335e7be29
2 changed files with 1 additions and 1 deletions

View file

@ -124,7 +124,7 @@ Also shows how to use multiple descriptor sets simultaneously with the new GLSL
## [Mesh instancing](instancing/)
<img src="./screenshots/instancing.jpg" height="96px" align="right">
Shows the use of instancing for rendering many copies of the same mesh using different attributes and textures. A secondary vertex buffer containing instanced data, stored in device local memory, is used to pass instance data to the shader via vertex attributes with a per-instance step rate. The instance data also contains a texture layer index for having different textures for the instanced meshes.
Uses instancing for rendering multiple instances of the same mesh using different attributes. A secondary vertex buffer containing instanced data (in device local memory) is used to pass instanced data to the shader via vertex attributes, including a texture layer index for using different textures per-instance. Also shows how to mix instanced and non-instanced object rendering.
<br><br>
## [Indirect drawing](indirectdraw/)

Binary file not shown.

Before

Width:  |  Height:  |  Size: 277 KiB

After

Width:  |  Height:  |  Size: 219 KiB

Before After
Before After