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Remove conclusion
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vazgriz committed Aug 14, 2018
commit 86de9d703f71ae5921da4f5d3d1776df21ec6361
21 changes: 0 additions & 21 deletions 09_Generating_Mipmaps.md
Original file line number Diff line number Diff line change
Expand Up @@ -347,27 +347,6 @@ These settings will produce this image:
This is how higher mip levels will be used when objects are further away from the camera.


## Conclusion

It has taken a lot of work to get to this point, but now you finally have a good
base for a Vulkan program. The knowledge of the basic principles of Vulkan that
you now possess should be sufficient to start exploring more of the features,
like:

* Push constants
* Instanced rendering
* Dynamic uniforms
* Separate images and sampler descriptors
* Pipeline cache
* Multi-threaded command buffer generation
* Multiple subpasses
* Compute shaders

The current program can be extended in many ways, like adding Blinn-Phong
lighting, post-processing effects and shadow mapping. You should be able to
learn how these effects work from tutorials for other APIs, because despite
Vulkan's explicitness, many concepts still work the same.

[C++ code](/code/28_mipmapping.cpp) /
[Vertex shader](/code/26_shader_depth.vert) /
[Fragment shader](/code/26_shader_depth.frag)