Specials/FX :

- boom :
  - using FireFX for fire/smoke trails and particle-based explosions
  - isotropic and ring (3D) explosions
- candles :
  - a revolution-solid "birthday cake" with three candles (FireFX)
  - simulating wind with FireDir
- fire :
  - sample for FireFX, the burning fire effect (particle based)
  - a small sphere burns while a torus spins around it
- spiral :
  - sample for ParticleFX, two multi-colored particle systems in the same scene
  - using the FullScreenViewer for full-screen rendering
- motionblur :
  - simple full-scene motion blur example
  - using the Buffer.CopyToTexture function
- shadowplane :
  - simple projective shadows using the ShadowPlane component
  - higher quality plane lighting through plane tiling
- shadowvolumes :
  - rendering shadows with the ShadowVolume component
  - experimenting with ShadowVolume modes and options
- shadows :
  - dynamic shadow casting using zBuffer-based shadow maps
  - using GLzBuffer, adjusting shadow map properties
- thor :
  - using ThorFX for simulated electric arcs
  - allows experimenting with wilderness, vibrate and other parameters
- warping :
  - warping images with the hep of a TGLHeightField
  - working with the camera in 1:1 orthogonal mode, saving viewer content to a file
- meshexplosion :
  - exploding a mesh in its many triangles
  - using ExplosionFX to explode a simple 3DS mesh
- beer :
  - A PerlinPFX is used for the foam, a simpler PolyPFX for the bubbles. waterplane
  - The beer we all have promised to Eric.
- waterplane :
  - WaterPlane demo
  - Raindrops in a fountain.
- PFXGallery :
  - PFX Effects Gallery demo
  - Multiple GLPerlinPFX components with various parameters
- Trail :
  - Demo showing GLTrail object... that blur following SuperFlashMan
  - Simulates collision with distance limitation.
- Atmosphere :
  - Simulates the atmosphere of a planet.
- GLSLProjectedTexture :
  - Demo showing projected textures.
- motionblur2 :
  - Demo showing motionblur using the TGLMotionBlur component
- ParticleMasking :
  - Demo showing particle masking, using TGLEParticleMasksManager
  - Particles are masked to only appear inside the chosen character.
- posteffect :
  - A demo that shows how the TGLPostEffect component works
- projtextures :
  - shows how TGLProjectedTextures can be used to simulate projected lights or other special effects.

Back