* 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 |
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| .. | ||
| 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 | ||
| gltf_skinning.jpg | ||
| 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 | ||