aRendering.htm 4.2 KB

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  7. <title>Rendering demos</title>
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  9. <body style="" lang="FR" vlink="#800080" link="#0000ff"
  10. bgcolor="#ffffff">
  11. <p class="MsoPlainText"><font face="Courier New" size="4"><b>Rendering
  12. demos&nbsp;:</b></font></p>
  13. <ul>
  14. <li><a href="tobitmap/tobitmap.dpr"><b>tobitmap</b></a><b>&nbsp;:</b>
  15. <ul>
  16. <li>getting viewer content into a TBitmap with CreateSnapShot</li>
  17. <li>rendering to a high resolution bitmap suitable for printing</li>
  18. </ul>
  19. </li>
  20. <li><a href="culling/culling.dpr"><b>culling</b></a><b>&nbsp;:</b>
  21. <ul>
  22. <li>using and selecting scene culling (object-based or
  23. hierarchical)</li>
  24. <li>visualizing impact of scene culling on frame rate</li>
  25. </ul>
  26. </li>
  27. <li><a href="memviewer/memviewer.dpr"><b>memviewer</b></a><b>&nbsp;:</b>
  28. <ul>
  29. <li>using the TGLMemoryViewer for off-screen rendering</li>
  30. <li>using off-screen render result in a texture</li>
  31. <li>controling VSync</li>
  32. </ul>
  33. </li>
  34. <li><a href="fullscreen/fullscreen.dpr"><b>fullscreen</b></a><b>&nbsp;:</b>
  35. <ul>
  36. <li>basic sample for TGLFullScreenViewer to go fullscreen and
  37. switch screen resolution</li>
  38. <li>uses TGLCanvas to render a 2D overlay mouse reticle</li>
  39. </ul>
  40. </li>
  41. <li><a href="basicsdl/basicsdl.dpr"><b>basicsdl</b></a><b>&nbsp;:</b>
  42. <ul>
  43. <li>basic sample for TGLSDLViewer and using SDL</li>
  44. <li>cube environment mapping</li>
  45. </ul>
  46. </li>
  47. <li><a href="OctreeDemo/OctreeDemo.dpr"><b>OctreeDemo</b></a><b>&nbsp;:</b>
  48. <ul>
  49. <li>demo of using an Octree to cull dynamic objects</li>
  50. </ul>
  51. </li>
  52. <li><a href="lining/lining.dpr"><b>lining</b></a><b> :</b>
  53. <ul>
  54. <li>demo of using TGLOutlineShader and TGLHiddenlineShader<br>
  55. </li>
  56. </ul>
  57. </li>
  58. <li><a href="fog/fog.dpr"><b>fog</b></a><b> :</b>
  59. <ul>
  60. <li>demo showing the use of fog in GLScene<br>
  61. </li>
  62. </ul>
  63. </li>
  64. <li><a href="invariance/invariance.dpr"><b>invariance</b></a><b> :</b>
  65. <ul>
  66. <li>demo showing the use of invariance in GLScene (Makes a foggy surface on texture)<br>
  67. </li>
  68. </ul>
  69. </li>
  70. <li><a href="multiproxy/multiproxy.dpr"><b>multiproxy</b></a><b> :</b>
  71. <ul>
  72. <li>Illustrates the use of TGLMultiProxy to perform discreet LOD.<br>
  73. </li>
  74. </ul>
  75. </li>
  76. <li><a href="SkyBox/Project1.dpr"><b>SkyBox</b></a><b> :</b>
  77. <ul>
  78. <li>Example using GLSkybox... or 2.<br>
  79. </li>
  80. </ul>
  81. </li>
  82. <li><a href="quadtreevisculling/QuadtreeVisCulling.dpr"><b>Quadtree Visibility Culling</b></a><b> :</b>
  83. <ul>
  84. <li>demo using Quadtrees to perform visibility culling.<br>
  85. </li>
  86. </ul>
  87. </li>
  88. <li><a href="Blur/Project1.dpr"><b>Blur</b></a><b> :</b>
  89. <ul>
  90. <li>Adding a GLBlur to an object will make it blur only that object. Adding it to the scene root will blur all the scene.<br>
  91. </li>
  92. </ul>
  93. </li>
  94. <li><a href="BlurAdvanced/BlurAdvanced.dpr"><b>BlurAdvanced</b></a><b> :</b>
  95. <ul>
  96. <li>A more advanced blur demo.<br>
  97. </li>
  98. </ul>
  99. </li>
  100. <li><a href="bunnybump/bunnybump.dpr"><b>bunnybump</b></a><b> :</b>
  101. <ul>
  102. <li>Using the GLBumpShader for object space bump mapping. There are currently 2 bump methods: a dot3 texture combiner and a basic ARB
  103. fragment program. Specular: Blinn or Phong<br>
  104. </li>
  105. <li>Demonstrates checking for card capability and responding with program limiting changes.</li>
  106. </ul>
  107. </li>
  108. <li><a href="celshading/celshading.dpr"><b>celshading</b></a><b> :</b>
  109. <ul>
  110. <li>GLCelShader component: GLTexturedCelShader<br>
  111. </li>
  112. <li>This could use a Check for card capability and response with program limiting changes.</li>
  113. </ul>
  114. </li>
  115. <li><a href="phong/phong.dpr"><b>Per-Pixel phong shading demo.</b></a><b> :</b>
  116. <ul>
  117. <li>The TGLPhongShader implements phong shading through the use of an ARB vertex and fragment program.<br>
  118. </li>
  119. <li>This could use a Check for card capability and response with program limiting changes.</li>
  120. </ul>
  121. </li>
  122. </ul>
  123. <a href="../demos.htm">Back</a></p>
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