From 25cdacfce4172027db3b329abc05930d362c4973 Mon Sep 17 00:00:00 2001 From: pissang Date: Wed, 8 Mar 2017 13:17:30 +0800 Subject: [PATCH] Update README --- README.md | 45 +++++++++++++++++++++------------------------ 1 file changed, 21 insertions(+), 24 deletions(-) diff --git a/README.md b/README.md index 4e19effbd..61a5f5c00 100644 --- a/README.md +++ b/README.md @@ -1,8 +1,8 @@ #QTEK -QTEK is a webgl graphic library. +QTEK is a WebGL graphic library. -### [Download v0.2.1](https://github.com/pissang/qtek/archive/0.2.1.zip) +### [Download v0.3.0](https://github.com/pissang/qtek/archive/0.3.0.zip) ### [API](http://pissang.github.io/qtek/doc/api) @@ -32,28 +32,35 @@ QTEK is a webgl graphic library. ### Quick Examples + [Ten thousand cubes with normal mapping](http://pissang.github.io/qtek/tests/cubes.html) + [Cube animation](http://pissang.github.io/qtek/tests/cubeanim.html) -+ [Physically based rendering with HDR IBL](http://pissang.github.io/qtek/tests/IBL.html) + [A simple glTF scene](http://pissang.github.io/qtek/tests/gltf.html) -+ [3d model loader of THREE.js format](http://pissang.github.io/qtek/tests/threeloader.html) + [Skinning](http://pissang.github.io/qtek/tests/skinning.html) + [Particle effects](http://pissang.github.io/qtek/tests/particle.html) -+ [Curl noise particle effects](http://pissang.github.io/qtek/tests/curlnoise.html) -+ [Cascade shadow mapping](http://pissang.github.io/qtek/tests/nanosuit.html) ++ [Shadowmap](http://pissang.github.io/qtek/tests/shadowmap.html) + [Omni light shadow mapping](http://pissang.github.io/qtek/tests/cubeshadowmap.html) -+ [Post processing - Depth of field](http://pissang.github.io/qtek/tests/pp_dof.html) -+ [Post processing - Lensflare](http://pissang.github.io/qtek/tests/pp_lensflare.html) + [RGBE Decoder](http://pissang.github.io/qtek/tests/rgbedecoder.html) + [Skybox](http://pissang.github.io/qtek/tests/skybox.html) + [Draggable cubes](http://pissang.github.io/qtek/tests/picking.html) ++ [Ambient Cubemap](http://pissang.github.io/qtek/tests/ambientcubemap.html) ++ [Spherical Harmonic Ambient](http://pissang.github.io/qtek/tests/spherical_harmonic.html) ++ [Physically based rendering with HDR IBL](http://pissang.github.io/qtek/tests/IBL.html) ++ [Standard Material](http://pissang.github.io/qtek/tests/standard_material.html) ++ [Post processing - Depth of field](http://pissang.github.io/qtek/tests/dof.html) ++ [Post processing - Bloom](http://pissang.github.io/qtek/tests/tron.html) ++ [Post Processing - SSR](http://pissang.github.io/qtek/tests/ssr3.html) ++ [Post Processing - Alchemy AO](http://pissang.github.io/qtek/tests/alchemyao.html) ++ [GBuffer preview](http://pissang.github.io/qtek/tests/gbuffer.html) + [Deferred rendering](http://pissang.github.io/qtek/tests/deferred.html) ++ [Deferred cascade light shadow](http://pissang.github.io/qtek/tests/deferred_shadow3.html) ++ [Deferred omni light light shadow](http://pissang.github.io/qtek/tests/deferred_shadow.html) ++ [Deferred skinning](http://pissang.github.io/qtek/tests/deferred_skinning.html) ++ [Stereo rendering](http://pissang.github.io/qtek/tests/stereo.html) -### Features +### Features + Scene graph based management of lights, meshes, cameras, materials and shaders + Basic primitive geometry procedural generate + Cube, sphere, cylinder, cone, plane + Phong and lambert buildin shaders which support normal map and environment map -+ Physically based shader + Point, directional, spot light + Orthographic, perspective camera + Graph based post processing @@ -61,7 +68,7 @@ QTEK is a webgl graphic library. + PCF or VSM soft shadow + PSSM for sun light in large scene + Omni light shadow support -+ Geometory processing like normal and tangent generate ++ High performance geometry processing + GPU based skinning + Support 1D and 2D animation blending with blend tree + First person camera control, orbit camera control @@ -69,10 +76,11 @@ QTEK is a webgl graphic library. + Particle System + Support both ray picking and GPU Picking + Loader - + three.js model loader + glTF loader + Timeline based animation, support spline interpolation between keyframes. -+ Light-pre-pass deferred pipeline. ++ Full deferred pipeline. ++ Physically based rendering, Full HDR pipeline. ++ Stereo rendering, VR prepared. ### FBX2GLTF Converter @@ -84,15 +92,4 @@ Have been updated to the latest glTF specification + Skinning + Animation -### Physics Component - -[https://github.com/pissang/qtek-physics](https://github.com/pissang/qtek-physics) - -### 3D Application Framework - -[https://github.com/pissang/qtek-app](https://github.com/pissang/qtek-app) - -### 2D Component - -[https://github.com/pissang/qtek-2d](https://github.com/pissang/qtek-2d)