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- { This little demo shows how to use the GL_TEXTURE_RECT_NV extension for creating
- effects applied on the screen (filters, grayscaling etc.).
- I tried it on a HUD sprite first but for some reason, its coordinates are messed
- up. HUD sprites are using somewhat different calcultions than a regular object
- so I guess the vertex program handles the coordinates wrong. Didn't have time
- to really look at it so I did a cheesy solution, just putting a plane 'exactly'
- in front of the camera. Of course, that doesn't work really well when moving/rotating
- the camera.
- Anyway, it looks like if you were looking into 3D space but in fact there's nothing
- but a flat plane in front of your nose with a snapshot of the scene on it. The scene
- itself is behind that plane.
- }
- program CgDisttexD;
- uses
- Forms,
- fDisttexD in 'fDisttexD.pas' {Form1};
- {$R *.res}
- begin
- Application.Initialize;
- Application.CreateForm(TForm1, Form1);
- Application.Run;
- end.
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