Skip to content

Commit

Permalink
Added links to next chapters
Browse files Browse the repository at this point in the history
  • Loading branch information
SaschaWillems committed Jul 6, 2024
1 parent 00d72dc commit 3583130
Show file tree
Hide file tree
Showing 5 changed files with 8 additions and 2 deletions.
2 changes: 2 additions & 0 deletions en/06_Texture_mapping/02_Combined_image_sampler.adoc
Original file line number Diff line number Diff line change
Expand Up @@ -275,4 +275,6 @@ You now know how to access images in shaders!
This is a very powerful technique when combined with images that are also written to in framebuffers.
You can use these images as inputs to implement cool effects like post-processing and camera displays within the 3D world.

In the xref:07_Depth_buffering.adoc[next chapter] we'll learn how to add depth buffering for properly sorting objects.

link:/attachments/26_texture_mapping.cpp[C{pp} code] / link:/attachments/26_shader_textures.vert[Vertex shader] / link:/attachments/26_shader_textures.frag[Fragment shader]
2 changes: 1 addition & 1 deletion en/07_Depth_buffering.adoc
Original file line number Diff line number Diff line change
Expand Up @@ -574,6 +574,6 @@ void cleanupSwapChain() {
----

Congratulations, your application is now finally ready to render arbitrary 3D geometry and have it look right.
We're going to try this out in the next chapter by drawing a textured model!
We're going to try this out in the xref:08_Loading_models.adoc[next chapter] by drawing a textured model!

link:/attachments/27_depth_buffering.cpp[C{pp} code] / link:/attachments/27_shader_depth.vert[Vertex shader] / link:/attachments/27_shader_depth.frag[Fragment shader]
2 changes: 2 additions & 0 deletions en/08_Loading_models.adoc
Original file line number Diff line number Diff line change
Expand Up @@ -309,4 +309,6 @@ If you check the size of `vertices`, then you'll see that it has shrunk down fro
That means that each vertex is reused in an average number of ~6 triangles.
This definitely saves us a lot of GPU memory.

In the xref:09_Generating_Mipmaps.adoc[next chapter] we'll learn about a technique to improve texture rendering.

link:/attachments/28_model_loading.cpp[C{pp} code] / link:/attachments/27_shader_depth.vert[Vertex shader] / link:/attachments/27_shader_depth.frag[Fragment shader]
2 changes: 2 additions & 0 deletions en/09_Generating_Mipmaps.adoc
Original file line number Diff line number Diff line change
Expand Up @@ -451,4 +451,6 @@ image::/images/highmipmaps.png[]

This is how higher mip levels will be used when objects are further away from the camera.

The xref:10_Multisampling.adoc[next chapter] will walk us through multisampling to produce a smoother image.

link:/attachments/29_mipmapping.cpp[C{pp} code] / link:/attachments/27_shader_depth.vert[Vertex shader] / link:/attachments/27_shader_depth.frag[Fragment shader]
2 changes: 1 addition & 1 deletion en/10_Multisampling.adoc
Original file line number Diff line number Diff line change
Expand Up @@ -343,7 +343,7 @@ The knowledge of the basic principles of Vulkan that you now possess should be s
* Pipeline cache
* Multi-threaded command buffer generation
* Multiple subpasses
* Compute shaders
* xref:11_Compute_Shader.adoc[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.
Expand Down

0 comments on commit 3583130

Please sign in to comment.