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en/06_Texture_mapping/02_Combined_image_sampler.adoc

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@@ -275,4 +275,6 @@ You now know how to access images in shaders!
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This is a very powerful technique when combined with images that are also written to in framebuffers.
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You can use these images as inputs to implement cool effects like post-processing and camera displays within the 3D world.
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In the xref:07_Depth_buffering.adoc[next chapter] we'll learn how to add depth buffering for properly sorting objects.
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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]

en/07_Depth_buffering.adoc

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

en/08_Loading_models.adoc

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That means that each vertex is reused in an average number of ~6 triangles.
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This definitely saves us a lot of GPU memory.
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In the xref:09_Generating_Mipmaps.adoc[next chapter] we'll learn about a technique to improve texture rendering.
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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]

en/09_Generating_Mipmaps.adoc

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This is how higher mip levels will be used when objects are further away from the camera.
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The xref:10_Multisampling.adoc[next chapter] will walk us through multisampling to produce a smoother image.
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link:/attachments/29_mipmapping.cpp[C{pp} code] / link:/attachments/27_shader_depth.vert[Vertex shader] / link:/attachments/27_shader_depth.frag[Fragment shader]

en/10_Multisampling.adoc

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* Pipeline cache
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* Multi-threaded command buffer generation
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* Multiple subpasses
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* Compute shaders
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* xref:11_Compute_Shader.adoc[Compute shaders]
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The current program can be extended in many ways, like adding Blinn-Phong lighting, post-processing effects and shadow mapping.
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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.

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