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Expand file tree Collapse file tree Original file line number Diff line number Diff line change @@ -346,28 +346,6 @@ These settings will produce this image:
346346
347347This is how higher mip levels will be used when objects are further away from the camera.
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349-
350- ## Conclusion
351-
352- It has taken a lot of work to get to this point, but now you finally have a good
353- base for a Vulkan program. The knowledge of the basic principles of Vulkan that
354- you now possess should be sufficient to start exploring more of the features,
355- like:
356-
357- * Push constants
358- * Instanced rendering
359- * Dynamic uniforms
360- * Separate images and sampler descriptors
361- * Pipeline cache
362- * Multi-threaded command buffer generation
363- * Multiple subpasses
364- * Compute shaders
365-
366- The current program can be extended in many ways, like adding Blinn-Phong
367- lighting, post-processing effects and shadow mapping. You should be able to
368- learn how these effects work from tutorials for other APIs, because despite
369- Vulkan's explicitness, many concepts still work the same.
370-
371349[ C++ code] ( /code/28_mipmapping.cpp ) /
372350[ Vertex shader] ( /code/26_shader_depth.vert ) /
373351[ Fragment shader] ( /code/26_shader_depth.frag )
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