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feat: add descriptions to example.json files and complete coverage.
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{ | ||
"slug": "microgeometry_normals", | ||
"slug": "normal_map_microgeometry", | ||
"en": { | ||
"name": "Normal Map Microgeometry", | ||
"description": "", | ||
"description": "A normal map is used to simulate microgeometry that is not represented in the mesh. This is a smooth sphere where the normal map adds the golf ball dimples.", | ||
"keywords": [ "microgeometry", "normal", "map", "perturbation", "mapping" ] | ||
} | ||
} |
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{ | ||
"slug": "microgeometry_bump", | ||
"slug": "height_map_microgeometry", | ||
"en": { | ||
"name": "Bump Map Microgeometry", | ||
"description": "", | ||
"name": "Height Map Microgeometry", | ||
"description": "A height map is used to simulate microgeometry that is not represented in the mesh. When the height map only affects lighting, but not geometry, it is called bump mapping. This is a box sphere where the height map adds the brick shapes.", | ||
"keywords": [ "microgeometry", "bump", "map", "perturbation", "mapping" ] | ||
} | ||
} |
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{ | ||
"slug": "microgeometry_displacement", | ||
"slug": "height_map_microgeometry_displacement", | ||
"en": { | ||
"name": "Displacement Map Microgeometry", | ||
"description": "", | ||
"name": "Height Map-based Displacement", | ||
"description": "A height map is used to displace the positions of the mesh in the normal direction in an animated fashion. A normal map is also blended in and out in time to simulation a morphing effect.", | ||
"keywords": [ "microgeometry", "displacement", "map", "perturbation", "mapping" ] | ||
} | ||
} |
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{ | ||
"slug": "getting_started_drawing_geometry", | ||
"en": { | ||
"name": "Getting Started - Drawing Geometry", | ||
"description": "A bare-bones test of drawing geometry directly.", | ||
"keywords": [ "basics", "geometry", "direct" ] | ||
} | ||
} |
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{ | ||
"slug": "getting_started_animated_uniforms", | ||
"en": { | ||
"name": "Getting Started - Animated Uniforms", | ||
"description": "A simple test of animated uniforms.", | ||
"keywords": [ "basics", "uniforms", "direct" ] | ||
} | ||
} |
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{ | ||
"slug": "getting_started_textured_plane", | ||
"en": { | ||
"name": "Getting Started - Textures", | ||
"description": "A simple test of rendering a texture.", | ||
"keywords": [ "basics", "textures", "direct" ] | ||
} | ||
} |
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{ | ||
"slug": "getting_started_cube_diffuse", | ||
"en": { | ||
"name": "Getting Started - Cube Diffuse", | ||
"description": "A bare-bones test of lighting a cube geometry directly.", | ||
"keywords": [ "basics", "geometry", "cube", "direct", "diffuse" ] | ||
} | ||
} |
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src/examples/gettingstarted/05_reflectivePolyhedral/example.json
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{ | ||
"slug": "getting_started_cubemap_texture", | ||
"en": { | ||
"name": "Getting Started - Cube Map Texture", | ||
"description": "A bare-bones test of loading and rendering with a cubemap texture directly.", | ||
"keywords": [ "basics", "geometry", "cubemap", "direct", "reflection" ] | ||
} | ||
} |
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src/examples/gettingstarted/06_interleavedBuffers/example.json
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{ | ||
"slug": "getting_started_interleaved_geometry", | ||
"en": { | ||
"name": "Getting Started - Interleaved Geometry", | ||
"description": "A test of interleaving and rendering arbitrary geometry. Interleaved geometry can be more efficient for GPUs to render because all data for one vertex is collocated.", | ||
"keywords": [ "basics", "geometry", "interleaved", "direct" ] | ||
} | ||
} |
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src/examples/gettingstarted/07_metallicRoughness/example.json
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{ | ||
"slug": "getting_started_cubemap_lod_roughness", | ||
"en": { | ||
"name": "Getting Started - Cube Map LOD Roughness", | ||
"description": "A test of explicitly setting the cube map LOD to simulate reflections with varying surface roughness. Requires the ext_shader_texture_lod extension.", | ||
"keywords": [ "basics", "geometry", "reflections", "cubemap" ] | ||
} | ||
} |
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{ | ||
"slug": "getting_started_orthographic", | ||
"en": { | ||
"name": "Getting Started - Orthographic Camera", | ||
"description": "A test of using an orthographic camera to render.", | ||
"keywords": [ "basics", "camera", "orthographic" ] | ||
} | ||
} |
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{ | ||
"slug": "getting_started_hdr", | ||
"en": { | ||
"name": "Getting Started - High Dynamic Range Rendering", | ||
"description": "Loading Radiance HDR (encoded as RGBE) and then storing it in RGBD format. The RGBD data is decoded to linear for rendering and then sRGB corrected when written to the output.", | ||
"keywords": [ "basics", "hrd", "sRGB", "RGBE", "RGBD" ] | ||
} | ||
} |
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{ | ||
"slug": "getting_started_render_to_render", | ||
"en": { | ||
"name": "Getting Started - Render to Texture", | ||
"description": "A simple test of rendering to a texture, and then using that texture as an albedo map on another geometry and writing that to screen.", | ||
"keywords": [ "basics", "render-to-texture", "framebuffer" ] | ||
} | ||
} |
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{ | ||
"slug": "getting_started_depth_texture", | ||
"en": { | ||
"name": "Getting Started - Depth Texture", | ||
"description": "A simple test of rendering to a depth texture framebuffer attachment and then accessing that texture (as an albedo map on geometry which is then rendered to screen.)", | ||
"keywords": [ "basics", "render-to-texture", "depth-texture", "framebuffer" ] | ||
} | ||
} |