message: Replaced old skinning sample with new glTF one
diff: @@ -162,9 +162,14 @@ Uses a dynamic floating point cube map to implement shadowing for a point light
  Generating a complete mip-chain at runtime instead of loading it from a file, by blitting from one mip level, starting with the actual texture image, down to the next smaller size until the lower 1x1 pixel end of the mip chain.
  -#### [08 - Skeletal animation](examples/skeletalanimation/)
  +#### [11 - glTF scene loading and rendering](examples/gltfscene/)
  +
  +Shows how to load the scene from a [glTF 2.0](https://github.com/KhronosGroup/glTF) file. The structure of the glTF 2.0 scene is converted into data structures required to render the scene with Vulkan.
  +
  +
  +#### [08 - glTF vertex skinning](examples/gltfskinning/)
  -Loads and renders an animated skinned 3D model. Skinning is done on the GPU by passing per-vertex bone weights and translation matrices.
  +Rendering an animated [glTF 2.0](https://github.com/KhronosGroup/glTF) scene using GPU vertex skinning.
  #### [09 - Capturing screenshots](examples/screenshot/)
  