saschawillems
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1596086da3
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Added open box background mesh
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2016-07-14 23:44:38 +02:00 |
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saschawillems
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a89aebd381
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Added shaders for deferred shadow example
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2016-07-14 23:44:08 +02:00 |
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saschawillems
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876f5714eb
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Use gl_FrontFacing to determine mirrored surface side, enable clipping (Refs #190)
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2016-07-06 21:13:24 +02:00 |
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Sascha Willems
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becdc7c9dc
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Merge pull request #190 from jherico/mirror
Don't render the reflection on the far side of the floor
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2016-07-06 20:37:27 +02:00 |
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saschawillems
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48ecef07fa
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Normal orientation, don't pause by default
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2016-07-04 19:28:43 +02:00 |
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saschawillems
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18013c44e0
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Visually upgraded deferred rendering example with moving lights, multiple meshes and normal mapping
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2016-07-03 21:32:35 +02:00 |
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saschawillems
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f06ffae58e
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Added normal maps
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2016-07-03 21:16:36 +02:00 |
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saschawillems
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28fee1fe6c
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gl_PerVertex outputs
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2016-07-03 17:30:27 +02:00 |
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Brad Davis
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0e88fb6811
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Don't render the reflection on the far side of the floor
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2016-06-27 01:26:48 -07:00 |
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saschawillems
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04150b812e
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Camera setup, terrain texture transitions
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2016-06-25 21:23:12 +02:00 |
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saschawillems
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cc5ade69f1
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Added fog
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2016-06-25 20:40:22 +02:00 |
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saschawillems
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81bd22834e
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Calculate terrain normals and enable lighting
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2016-06-25 13:30:55 +02:00 |
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saschawillems
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d9d3a3e3b3
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Use 16-bit single channel heightmap for terrain displacement
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2016-06-24 20:59:56 +02:00 |
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saschawillems
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a9de176d12
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Added tessellation evaluation shader frustum culling and pipeline stats for dynamic terrain tessellation example
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2016-06-23 22:01:48 +02:00 |
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saschawillems
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555a1e8f3d
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Added resources for dynamic terrain tessellation example
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2016-06-19 13:35:09 +02:00 |
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saschawillems
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0f66037da0
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Started work on dynamic terrain tessellation example
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2016-06-18 19:24:37 +02:00 |
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saschawillems
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b1b828b45f
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Added resources and android build for scene rendering example
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2016-06-12 17:42:35 +02:00 |
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saschawillems
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2ec1a60535
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Updated displacement example
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2016-06-06 14:28:13 +02:00 |
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saschawillems
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54801493aa
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Refactored geometry shader example, added normal map toggle, updated shaders, etc.
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2016-06-05 19:57:35 +02:00 |
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saschawillems
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e7b79bec31
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LOD bias cubemap shaders
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2016-06-05 11:34:18 +02:00 |
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saschawillems
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3b7e57c03f
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Load (and use) cube map mips
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2016-06-04 11:31:22 +02:00 |
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saschawillems
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c68025a332
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Added text overlay to cubemap sample, multiple objects, optimizations
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2016-06-04 11:03:17 +02:00 |
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saschawillems
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598b904a60
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Cleaneer descriptor set layout and pipeline naming, enabled culling, fixed validation warnings for image extents
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2016-06-01 22:50:00 +02:00 |
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saschawillems
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ee8478cdec
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Enabled text overlay, code cleanup, refactoring, gl_PerVertex output for shaders
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2016-06-01 21:55:10 +02:00 |
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saschawillems
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886abea862
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Enabled text overlay, code cleanup, refactoring, gl_PerVertex output for shaders
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2016-05-31 20:07:43 +02:00 |
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saschawillems
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8ee6a9f149
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Use toon shading, cleanup resources for debug marker example
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2016-05-26 20:13:28 +02:00 |
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saschawillems
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ea61df3b55
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Removed no longer used textures
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2016-05-26 19:57:37 +02:00 |
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saschawillems
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aa9f2405dd
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Updated pipelines demo with new scene, shaders and pipeline derivatives
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2016-05-26 19:43:27 +02:00 |
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saschawillems
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6ad7e5e9ba
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Added hidden treasure scene meshes
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2016-05-26 19:42:27 +02:00 |
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saschawillems
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9ace87aca3
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Added post processing pass
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2016-05-26 14:00:24 +02:00 |
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saschawillems
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9dbf252e27
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Load glow scene, moved drawing to scene struct
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2016-05-26 14:00:23 +02:00 |
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saschawillems
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8acda2c1d0
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Added debug marker example (VK_EXT_debug_marker), work-in-progress!
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2016-05-24 23:44:15 +02:00 |
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saschawillems
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dfda2d2622
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Use Vulkan result check macro, code cleanup, added text overlay
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2016-05-24 20:49:15 +02:00 |
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saschawillems
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faa59a2f78
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Use Vulkan result check macro, code cleanup, added text overlay
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2016-05-23 22:27:32 +02:00 |
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saschawillems
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31917ace00
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Use a better texture to demonstrate compute shader imaging effects
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2016-05-23 20:42:01 +02:00 |
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saschawillems
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2b7e887bfc
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Changed descriptor type for compute shader image read, updated shaders
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2016-05-23 20:11:42 +02:00 |
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saschawillems
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459dbbc5a1
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Updated PN-Triangles tessellation shader demo
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2016-05-21 16:01:48 +02:00 |
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saschawillems
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d3f5b81a66
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Added gl_PerVertex output blocks
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2016-05-18 18:55:58 +02:00 |
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saschawillems
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33915ac557
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Added text overlay class to base folder
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2016-05-15 13:24:48 +02:00 |
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saschawillems
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3ae4f26901
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Updated compute shader particle system with point sprites and gradient coloring
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2016-05-14 23:09:17 +02:00 |
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saschawillems
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fb053a5011
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Added gl_PerVertex outputs
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2016-05-14 21:23:09 +02:00 |
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saschawillems
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7087d7d14e
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Skinned mesh stuff moved to class, added resources
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2016-05-14 21:19:52 +02:00 |
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saschawillems
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cb96eaf6bd
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Updated texture example using different texture and lighting (diffuse + specular)
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2016-05-14 15:54:20 +02:00 |
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saschawillems
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779739fa45
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Replaced some textures
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2016-05-14 15:35:29 +02:00 |
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saschawillems
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4a124d75a3
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Triangle example code cleanup, use VK_CHECK_RESULT macro instead of asserts, added more comments
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2016-05-11 20:39:22 +02:00 |
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saschawillems
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ea084fccc3
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Staging, optimizations and code cleanup for mesh loading example
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2016-05-08 11:30:04 +02:00 |
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saschawillems
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b39d589c86
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Added backgdrop, object and more text to text overlay example
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2016-05-07 12:37:12 +02:00 |
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saschawillems
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77d72742ea
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Pass references framebuffers and sizes as references to the text overlay, recreate command buffers on resize
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2016-05-05 13:03:56 +02:00 |
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saschawillems
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bb0924480d
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Started work on a text overlay rendering example using a separate render pass for drawing on top of the current framebuffer
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2016-05-03 22:38:57 +02:00 |
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saschawillems
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568161362c
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Use collada mesh for push constants example
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2016-04-24 10:13:37 +02:00 |
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