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Add illustrative images to documentation for enhanced clarity and visual context.
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en/Building_a_Simple_Engine/Lighting_Materials/02_lighting_models.adoc

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For comprehensive information on PBR, see the link:https://www.pbr-book.org/[Physically Based Rendering book].
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image::../attachments/simple_engine/Assets/PBR_ray_shadows.png[PBR materials with ray-traced shadows - demonstrating metallic surfaces, roughness variation, and realistic shadow rendering]
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== Lighting Models in glTF
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The glTF format uses PBR with the metallic-roughness workflow, which defines materials using these primary parameters:

en/Building_a_Simple_Engine/Loading_Models/04_loading_gltf.adoc

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spatial variation across the surface. We'll go into details about PBR in the
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next few chapters.
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image::../attachments/simple_engine/Assets/bookstand.png[Bookstand with complex PBR materials - demonstrating wood, glass, metal, and paper textures with varied material properties]
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==== Texture Formats and Compression
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In our engine, we use KTX2 with Basis Universal compression for textures. This approach offers several advantages:

en/Building_a_Simple_Engine/introduction.adoc

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To follow along with the attachments-based Simple Engine examples and scenes, fetch the Bistro assets locally.
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image::../attachments/simple_engine/Assets/MainEntry.png[The Bistro scene - a detailed outdoor café environment demonstrating the engine's rendering capabilities]
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- Linux/macOS (default target: attachments/simple_engine/Assets/bistro at repository root):
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$ cd attachments/simple_engine

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