saschawillems
04150b812e
Camera setup, terrain texture transitions
2016-06-25 21:23:12 +02:00
saschawillems
cc5ade69f1
Added fog
2016-06-25 20:40:22 +02:00
saschawillems
81bd22834e
Calculate terrain normals and enable lighting
2016-06-25 13:30:55 +02:00
saschawillems
d9d3a3e3b3
Use 16-bit single channel heightmap for terrain displacement
2016-06-24 20:59:56 +02:00
saschawillems
a9de176d12
Added tessellation evaluation shader frustum culling and pipeline stats for dynamic terrain tessellation example
2016-06-23 22:01:48 +02:00
saschawillems
555a1e8f3d
Added resources for dynamic terrain tessellation example
2016-06-19 13:35:09 +02:00
saschawillems
0f66037da0
Started work on dynamic terrain tessellation example
2016-06-18 19:24:37 +02:00
saschawillems
b1b828b45f
Added resources and android build for scene rendering example
2016-06-12 17:42:35 +02:00
saschawillems
2ec1a60535
Updated displacement example
2016-06-06 14:28:13 +02:00
saschawillems
54801493aa
Refactored geometry shader example, added normal map toggle, updated shaders, etc.
2016-06-05 19:57:35 +02:00
saschawillems
e7b79bec31
LOD bias cubemap shaders
2016-06-05 11:34:18 +02:00
saschawillems
3b7e57c03f
Load (and use) cube map mips
2016-06-04 11:31:22 +02:00
saschawillems
c68025a332
Added text overlay to cubemap sample, multiple objects, optimizations
2016-06-04 11:03:17 +02:00
saschawillems
598b904a60
Cleaneer descriptor set layout and pipeline naming, enabled culling, fixed validation warnings for image extents
2016-06-01 22:50:00 +02:00
saschawillems
ee8478cdec
Enabled text overlay, code cleanup, refactoring, gl_PerVertex output for shaders
2016-06-01 21:55:10 +02:00
saschawillems
886abea862
Enabled text overlay, code cleanup, refactoring, gl_PerVertex output for shaders
2016-05-31 20:07:43 +02:00
saschawillems
8ee6a9f149
Use toon shading, cleanup resources for debug marker example
2016-05-26 20:13:28 +02:00
saschawillems
ea61df3b55
Removed no longer used textures
2016-05-26 19:57:37 +02:00
saschawillems
aa9f2405dd
Updated pipelines demo with new scene, shaders and pipeline derivatives
2016-05-26 19:43:27 +02:00
saschawillems
6ad7e5e9ba
Added hidden treasure scene meshes
2016-05-26 19:42:27 +02:00
saschawillems
9ace87aca3
Added post processing pass
2016-05-26 14:00:24 +02:00
saschawillems
9dbf252e27
Load glow scene, moved drawing to scene struct
2016-05-26 14:00:23 +02:00
saschawillems
8acda2c1d0
Added debug marker example (VK_EXT_debug_marker), work-in-progress!
2016-05-24 23:44:15 +02:00
saschawillems
dfda2d2622
Use Vulkan result check macro, code cleanup, added text overlay
2016-05-24 20:49:15 +02:00
saschawillems
faa59a2f78
Use Vulkan result check macro, code cleanup, added text overlay
2016-05-23 22:27:32 +02:00
saschawillems
31917ace00
Use a better texture to demonstrate compute shader imaging effects
2016-05-23 20:42:01 +02:00
saschawillems
2b7e887bfc
Changed descriptor type for compute shader image read, updated shaders
2016-05-23 20:11:42 +02:00
saschawillems
459dbbc5a1
Updated PN-Triangles tessellation shader demo
2016-05-21 16:01:48 +02:00
saschawillems
d3f5b81a66
Added gl_PerVertex output blocks
2016-05-18 18:55:58 +02:00
saschawillems
33915ac557
Added text overlay class to base folder
2016-05-15 13:24:48 +02:00
saschawillems
3ae4f26901
Updated compute shader particle system with point sprites and gradient coloring
2016-05-14 23:09:17 +02:00
saschawillems
fb053a5011
Added gl_PerVertex outputs
2016-05-14 21:23:09 +02:00
saschawillems
7087d7d14e
Skinned mesh stuff moved to class, added resources
2016-05-14 21:19:52 +02:00
saschawillems
cb96eaf6bd
Updated texture example using different texture and lighting (diffuse + specular)
2016-05-14 15:54:20 +02:00
saschawillems
779739fa45
Replaced some textures
2016-05-14 15:35:29 +02:00
saschawillems
4a124d75a3
Triangle example code cleanup, use VK_CHECK_RESULT macro instead of asserts, added more comments
2016-05-11 20:39:22 +02:00
saschawillems
ea084fccc3
Staging, optimizations and code cleanup for mesh loading example
2016-05-08 11:30:04 +02:00
saschawillems
b39d589c86
Added backgdrop, object and more text to text overlay example
2016-05-07 12:37:12 +02:00
saschawillems
77d72742ea
Pass references framebuffers and sizes as references to the text overlay, recreate command buffers on resize
2016-05-05 13:03:56 +02:00
saschawillems
bb0924480d
Started work on a text overlay rendering example using a separate render pass for drawing on top of the current framebuffer
2016-05-03 22:38:57 +02:00
saschawillems
568161362c
Use collada mesh for push constants example
2016-04-24 10:13:37 +02:00
saschawillems
272132a2a4
Corrected attribute binding format, lowered particle count for android
2016-04-21 22:02:22 +02:00
Voultapher
5d7014b221
Visual Update for computeparticles
...
Instead of using a small amount of large textured particles, use a large
amount of small monochrome particles.
Which uses a new vulkanexamplebase functionality of creating and
updating a only device visible buffer via a temporary staging buffer.
2016-04-21 11:21:48 +02:00
saschawillems
8e2115a0d4
Updated instancing example, using instanced attributes (instead of one big ubo), staging, new meshes, etc.
2016-04-17 12:30:42 +02:00
saschawillems
884916e083
New mesh and array texture for instancing example
2016-04-16 16:51:23 +02:00
saschawillems
343a25cbed
Small raytracing shader performance changes
2016-04-12 20:28:46 +02:00
saschawillems
a41ff27bb9
Added frustum culling, use low-poly mesh to move limitation towards cpu
2016-04-03 13:51:47 +02:00
saschawillems
980d3b7d35
Changed mesh format, asset paths for multi threaded rendering example
2016-04-02 12:04:27 +02:00
saschawillems
6f61d0fd63
Added space background sphere using a secondary command buffer
2016-04-01 22:48:16 +02:00
saschawillems
ad49cb7997
Continued work on multi threading example, now uses a thread pool for updating secondary command buffers
2016-04-01 13:27:03 +02:00