You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Replace example 3D model with permissively licensed one
The existing model had a permissive license at the time this tutorial
was written, but the artist has since started selling the model so I've
decided to switch to a different one to respect their wishes.
Copy file name to clipboardExpand all lines: en/08_Loading_models.md
+6-7Lines changed: 6 additions & 7 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -48,14 +48,13 @@ model that has lighting baked into the texture. An easy way to find such models
48
48
is to look for 3D scans on [Sketchfab](https://sketchfab.com/). Many of the
49
49
models on that site are available in OBJ format with a permissive license.
50
50
51
-
For this tutorial I've decided to go with the [Chalet Hippolyte Chassande Baroz](https://skfb.ly/HDVU)
52
-
model by Escadrone. I tweaked the size and orientation of the model to use it
51
+
For this tutorial I've decided to go with the [Viking room](https://sketchfab.com/3d-models/viking-room-a49f1b8e4f5c4ecf9e1fe7d81915ad38)
52
+
model by [nigelgoh](https://sketchfab.com/nigelgoh) ([CC BY 4.0](https://web.archive.org/web/20200428202538/https://sketchfab.com/3d-models/viking-room-a49f1b8e4f5c4ecf9e1fe7d81915ad38)). I tweaked the size and orientation of the model to use it
53
53
as a drop in replacement for the current geometry:
54
54
55
-
*[chalet.obj](/resources/chalet.obj.zip)
56
-
*[chalet.jpg](/resources/chalet.jpg)
55
+
*[viking_room.obj](/resources/viking_room.obj)
56
+
*[viking_room.png](/resources/viking_room.png)
57
57
58
-
It has half a million triangles, so it's a nice benchmark for our application.
59
58
Feel free to use your own model, but make sure that it only consists of one
60
59
material and that is has dimensions of about 1.5 x 1.5 x 1.5 units. If it is
61
60
larger than that, then you'll have to change the view matrix. Put the model file
Copy file name to clipboardExpand all lines: en/09_Generating_Mipmaps.md
+5-5Lines changed: 5 additions & 5 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -1,13 +1,13 @@
1
1
## Introduction
2
-
Our program can now load and render 3D models. In this chapter, we will add one more feature, mipmap generation. Mipmaps are widely used in games and rendering software, and Vulkan gives us complete control over how they are created.
2
+
Our program can now load and render 3D models. In this chapter, we will add one more feature, mipmap generation. Mipmaps are widely used in games and rendering software, and Vulkan gives us complete control over how they are created.
3
3
4
4
Mipmaps are precalculated, downscaled versions of an image. Each new image is half the width and height of the previous one. Mipmaps are used as a form of *Level of Detail* or *LOD.* Objects that are far away from the camera will sample their textures from the smaller mip images. Using smaller images increases the rendering speed and avoids artifacts such as [Moiré patterns](https://en.wikipedia.org/wiki/Moir%C3%A9_pattern). An example of what mipmaps look like:
5
5
6
6

7
7
8
8
## Image creation
9
9
10
-
In Vulkan, each of the mip images is stored in different *mip levels* of a `VkImage`. Mip level 0 is the original image, and the mip levels after level 0 are commonly referred to as the *mip chain.*
10
+
In Vulkan, each of the mip images is stored in different *mip levels* of a `VkImage`. Mip level 0 is the original image, and the mip levels after level 0 are commonly referred to as the *mip chain.*
11
11
12
12
The number of mip levels is specified when the `VkImage` is created. Up until now, we have always set this value to one. We need to calculate the number of mip levels from the dimensions of the image. First, add a class member to store this number:
13
13
@@ -105,7 +105,7 @@ We're now going to write the function that generates the mipmaps:
@@ -331,7 +331,7 @@ It's not a dramatic difference, since our scene is so simple. There are subtle d
331
331
332
332

333
333
334
-
The most noticeable difference is the writing on the signs. With mipmaps, the writing has been smoothed. Without mipmaps, the writing has harsh edges and gaps from Moiré artifacts.
334
+
The most noticeable difference is the writing on the papers. With mipmaps, the writing has been smoothed. Without mipmaps, the writing has harsh edges and gaps from Moiré artifacts.
335
335
336
336
You can play around with the sampler settings to see how they affect mipmapping. For example, by changing `minLod`, you can force the sampler to not use the lowest mip levels:
Copy file name to clipboardExpand all lines: en/10_Multisampling.md
+1-1Lines changed: 1 addition & 1 deletion
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -232,7 +232,7 @@ Now run your program and you should see the following:
232
232
233
233

234
234
235
-
Just like with mipmapping, the difference may not be apparent straight away. On a closer look you'll notice that the edges on the roof are not as jagged anymore and the whole image seems a bit smoother compared to the original.
235
+
Just like with mipmapping, the difference may not be apparent straight away. On a closer look you'll notice that the edges are not as jagged anymore and the whole image seems a bit smoother compared to the original.
Copy file name to clipboardExpand all lines: fr/08_Charger_des_modèles.md
+5-5Lines changed: 5 additions & 5 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -41,11 +41,11 @@ Nous n'allons pas utiliser de lumières pour l'instant. Il est donc préférable
41
41
ombres pour que nous ayons un rendu plus intéressant. Vous pouvez trouver de tels modèles sur
42
42
[Sketchfab](https://sketchfab.com/).
43
43
44
-
Pour ce tutoriel j'ai choisi d'utiliser le [Chalet Hippolyte Chassande Baroz](https://skfb.ly/HDVU) créé par Escadrone.
44
+
Pour ce tutoriel j'ai choisi d'utiliser le [Viking room](https://sketchfab.com/3d-models/viking-room-a49f1b8e4f5c4ecf9e1fe7d81915ad38) créé par [nigelgoh](https://sketchfab.com/nigelgoh) ([CC BY 4.0](https://web.archive.org/web/20200428202538/https://sketchfab.com/3d-models/viking-room-a49f1b8e4f5c4ecf9e1fe7d81915ad38)).
45
45
J'en ai changé la taille et l'orientation pour l'utiliser comme remplacement de notre géométrie actuelle :
46
46
47
-
*[chalet.obj](/resources/chalet.obj.zip)
48
-
*[chalet.jpg](/resources/chalet.jpg)
47
+
*[viking_room.obj](/resources/viking_room.obj)
48
+
*[viking_room.png](/resources/viking_room.png)
49
49
50
50
Il possède un demi-million de triangles, ce qui fera un bon test pour notre application. Vous pouvez utiliser un
51
51
autre modèle si vous le désirez, mais assurez-vous qu'il ne comprend qu'un seul matériau et que ses dimensions sont
@@ -58,8 +58,8 @@ Ajoutez deux variables de configuration pour la localisation du modèle et de la
0 commit comments