plapins
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e57722d7f1
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Added missing usages in buffers used a source of data copy. Fixed problems with types in starsphere.frag shader. Updated starsphere.frag.spv file.
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2016-09-21 14:53:41 +02:00 |
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saschawillems
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18b7a52ece
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Randomly fill virtual pages, check if sparse residency for 2D images is supported
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2016-09-17 19:08:27 +02:00 |
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saschawillems
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9ce827b3f3
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Fixed flipped reflection and skybox on x-axis, enable anisotropy (Fixes #232)
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2016-09-17 10:31:04 +02:00 |
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saschawillems
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7a118b84b5
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Use 6 sided tunnel for better visualization of different texture filters
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2016-09-13 20:55:20 +02:00 |
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saschawillems
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385b760770
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Opaque sparse memory bindings for mip tails
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2016-09-12 19:53:39 +02:00 |
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saschawillems
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8f2ea86e11
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Started work on sparsely bound partially resident texture example
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2016-09-11 18:42:30 +02:00 |
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saschawillems
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56e35390df
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Added 3D texture example (using perlin noise for runtime texture generation)
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2016-09-08 22:27:45 +02:00 |
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saschawillems
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7929b1c3e6
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Specular
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2016-09-04 14:19:27 +02:00 |
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saschawillems
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7ace541544
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Better texture for demonstrating mip maps
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2016-09-03 22:31:12 +02:00 |
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saschawillems
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5e3b0f4b75
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Compute raytracing basic camera movement
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2016-09-02 20:13:12 +02:00 |
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saschawillems
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26c39e9c67
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Fixed shadow back projections
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2016-09-02 14:53:44 +02:00 |
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saschawillems
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eaf76fd6e7
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Updated compute raytrace example. Pass scene primitives via SSBOs, shader tweaks, etc.
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2016-09-01 22:55:57 +02:00 |
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saschawillems
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5dd928b7f4
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(flat) int for samplerindex
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2016-08-30 20:45:23 +02:00 |
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saschawillems
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6c3a597002
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New texture and small changes for runtime mip map generation example
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2016-08-27 14:03:13 +02:00 |
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saschawillems
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a104110b30
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Refactored compute ray tracing example, use dedicated graphics queue if available
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2016-08-20 12:02:02 +02:00 |
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saschawillems
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62cc1faf33
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Split model and view matrix for clarity, destroy Vulkan resources
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2016-08-18 18:52:50 +02:00 |
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saschawillems
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dad0a4d661
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Use mip mapping sampler by default, rotate tunnel when not paused
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2016-08-15 16:25:54 +02:00 |
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saschawillems
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2758c47b86
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Added runtime mip map generation examples (wip) (refs #178)
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2016-08-15 15:17:01 +02:00 |
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saschawillems
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0f9077aae6
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Simplified fullscreen triangle shader
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2016-08-13 23:57:40 +02:00 |
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saschawillems
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f432393f3c
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Simplified fullscreen triangle shader
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2016-08-13 23:56:57 +02:00 |
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saschawillems
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130e1d5262
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Replaced fullscreen quad from index and vertex buffer with fullscreen triangle generated in VS, code cleanup and cleaner naming
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2016-08-13 22:08:13 +02:00 |
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saschawillems
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e74e37cc16
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Color gradient ramp for glowing parts of the mesh
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2016-08-13 16:37:53 +02:00 |
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saschawillems
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cb5bd093ec
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Fold layout transitions into subpass (Refs #155), refactoring of offscreen render pass
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2016-08-13 15:41:36 +02:00 |
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saschawillems
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f6cd788725
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Fold layout transitions into subpass (Refs #155), refactoring of offscreen render pass
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2016-08-13 12:50:51 +02:00 |
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saschawillems
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444c4b9c24
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Updated (multi) indirect draw example
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2016-08-01 21:43:47 +02:00 |
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saschawillems
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be68bc0a5a
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Python script for compiling example shaders
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2016-08-01 18:38:02 +02:00 |
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saschawillems
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cff9eb6b30
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Added shaders and testmeshes for indirect drawing example
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2016-07-28 23:10:10 +02:00 |
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saschawillems
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8503e4a562
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Added mips
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2016-07-23 17:45:49 +02:00 |
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saschawillems
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7f687570d4
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Added debug display for light source depth maps and shadow toggle
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2016-07-17 18:34:52 +02:00 |
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saschawillems
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94d8f7b94a
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Correct specular highlights, light colors
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2016-07-17 15:14:52 +02:00 |
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saschawillems
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f3a86c292c
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Updated deferred shadows example to use new framebuffer class
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2016-07-16 23:27:39 +02:00 |
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saschawillems
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3339279825
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Use scene albedo in final scene composition
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2016-07-16 11:54:54 +02:00 |
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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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