1.used uvec2/ushort2 in AssignVBO
2.completed first step then merge MI buffer
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@@ -10,10 +10,10 @@
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set_property(TARGET ${name} PROPERTY FOLDER "ULRE/Example/Vulkan/${group}")
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endmacro()
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CreateProject("Basic" 1st_draw_triangle_in_NDC first_triangle.cpp)
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CreateProject("Basic" 2nd_draw_triangle_use_UBO second_triangle.cpp)
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CreateProject("Basic" 3rd_draw_triangle_use_RenderList third_triangle.cpp)
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CreateProject("Basic" 4th_draw_triangle_use_MaterialInstance fourth_triangle.cpp)
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CreateProject("Basic" 1st_draw_triangle_in_NDC first_triangle.cpp)
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CreateProject("Basic" 2nd_draw_triangle_use_UBO second_triangle.cpp)
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CreateProject("Basic" 3rd_AutoInstance third_triangle.cpp)
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CreateProject("Basic" 4th_AutoMergeMaterialInstance fourth_triangle.cpp)
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#CreateProject("Basic" FragCoord FragCoordTest.cpp)
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#CreateProject("Basic" indices_rect indices_rect.cpp)
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@@ -1,5 +1,5 @@
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// fourth_triangle
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// 该范例主要演示使用材质实例传递颜色参数绘制三角形
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// AutoMergeMaterialInstance
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// 该范例主要演示使用一个材质下的不同材质实例传递颜色参数绘制三角形,并依赖RenderList中的自动合并功能,让同一材质下所有不同材质实例的对象一次渲染完成。
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#include"VulkanAppFramework.h"
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#include<hgl/math/Math.h>
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@@ -1,5 +1,5 @@
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// third_triangle
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// 该范例主要演示使用场景树系统绘制多个三角形,并利用RenderList进行排序以及自动合并进行Instance渲染
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// AutoInstance
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// 该范例主要演示使用RenderList系统绘制多个三角形,并利用RenderList进行排序以及自动合并进行Instance渲染
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#include"VulkanAppFramework.h"
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#include<hgl/math/Math.h>
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