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Updated screenshots and readme
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SaschaWillems committed Jun 4, 2016
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Expand Up @@ -49,14 +49,17 @@ This example is far more explicit than the other examples and is meant to be a s
## [Texture mapping](texture/)
<img src="./screenshots/basic_texture.png" height="96px" align="right">

Loads a single texture and displays it on a simple quad. Shows how to upload a texture including mip maps to the gpu in an optimal (tiling) format. Also demonstrates how to display the texture using a combined image sampler with anisotropic filtering enabled.
Shows how to upload a 2D texture to video memory for sampling in a shader. Loads a compressed texture into a host visible staging buffer and copies all mip levels to a device local optimal tiled image for best performance.

Also demonstrates the use of (combined) image samplers. Samplers are detached from the actual texture image and only contain information on how a image is sampled in the shader.
<br><br>

## [Cubemap](texturecubemap/)
<img src="./screenshots/texture_cubemap.png" height="96px" align="right">
## [Cubemap texture](texturecubemap/)
<img src="./screenshots/texture_cubemap.jpg" height="96px" align="right">

Building on the basic texture loading example, a cubemap texture is loaded into a staging buffer and is copied over to a device local optimal image using buffer to image copies for all of it's faces and mip maps.

Building on the basic texture loading example a cubemap is loaded into host visible memory and then transformed into an optimal format for the GPU.
The demo uses two different pipelines (and shader sets) to display the cubemap as a skybox (background) and as a source for reflections.
The demo then uses two different pipelines (and shader sets) to display the cubemap as a skybox (background) and as a source for reflections.
<br><br>

## [Texture array](texturearray/)
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