procedural-3d-engine/screenshots
Sascha Willems e370e6d169
Merge glTF scene rendering sample (#744)
* Started reworking the scene rendering to sample
Use glTF instead of ASSIMP, per-material pipelines, material loading, etc.

* Visibility toggle for scene nodes

* Fixed lighting, updated GLSL and HLSL shaders

* Renamed sample

* Code-Cleanup, comments, validation fixes

* Android build

* Started on tutorial for glTF scene rendering sample

* Minor code cleanup

* Adding new chapters to the tutorial for glTF scene rendering sample

* Added info on normal map shader bindings, spelling

* Added drawing chapter

* Getter for texture descriptors

Makes code a easier to read

* Renamed glTF scene sample

* Add markdown files to projects

* Updated readme, separate chapter for glTF samples

* Comments

* Removed unused screenshot
2020-07-04 14:20:45 +02:00
..
basic_gears.png
basic_mesh.png
basic_offscreen.jpg
basic_pipelines.png
basic_texture.png
basic_triangle.png
bloom.jpg
cascaded_shadow_mapping.jpg
compute_cullandlod.jpg
compute_imageprocessing.jpg
compute_nbody.jpg
compute_particles.jpg
compute_raytracing.jpg
deferred_shading.jpg
deferred_shadows.jpg
dynamicuniformbuffer.jpg
ext_debugmarker.jpg
font_distancefield.png
geom_normals.jpg
gltf_scene.jpg Merge glTF scene rendering sample (#744) 2020-07-04 14:20:45 +02:00
gltf_skinning.jpg Started working on small glTF skinning example tutorial/readme 2020-05-26 08:13:47 +02:00
hdr.jpg
indirectdraw.jpg
instancing.jpg
multisampling.png
multisampling_nomsaa.png
multithreading.jpg
occlusion_queries.png
parallax_mapping.jpg
particlefire.jpg
pbrbasic.jpg
pbribl.jpg
pbrtexture.jpg
push_constants.png
radial_blur.png
shadow_omnidirectional.png
shadowmapping.png
specialization_constants.jpg
spherical_env_mapping.png
ssao.jpg
subpasses.jpg
tess_displacement.jpg
tess_dynamicterrain.jpg
tess_pntriangles.jpg
textoverlay.png
texture_array.png
texture_cubemap.jpg
texture_mipmap_gen.jpg
vulkan_scene.png