Shows how to use a simple vertex pixel shader written in GLSL (OpenGL Shading Language).
Keywords: scene - check_hardware_caps - camera - model - material - shader_program_name - shader_program
Code Sample 34
Shows an example of X-Ray Shader. The original shader comes from ATI's ASHLI software.
Keywords: scene - check_hardware_caps - camera - model - material - shader_program_name - shader_program - constant_1f
Code Sample 30
Shows how to load automatically normal map whew loading models
using loading_option element of model node.
Shows a simple GLSL material bump mapping shader.
Keywords: scene - check_hardware_caps - camera - texture - material - shader_program_name - shader_program - constant_1i - vertex_attrib - model - loading_option - compute_vertices_normals - load_normal_map - compute_tangent_space_vectors - free_pixmap_after_upload
Code Sample 31
Shows how to clone model with LUA script.
Shows how to setup Vertex and Pixel Shader, written in GLSL
(OpenGL Shading Language), to light up scene. Shows the influence of ambient, diffuse and specular terms of light and materials.
Keywords: scene - check_hardware_caps - camera - texture - material - shader_program_name - shader_program - model - script
Code Sample 33
Shows how to clone model with LUA script.
Shows how to setup Vertex and Pixel Shader, written in GLSL
(OpenGL Shading Language), to light up and texture the
scene. Shows an example of a shader bump mapping.
Keywords: scene - check_hardware_caps - camera - texture - material - shader_program_name - shader_program - script - model - loading_option - compute_vertices_normals - compute_tangent_space_vectors
Code Sample 48
Shows a cartoon shader.
Keywords: scene - check_hardware_caps - camera - material - shader_program_name - shader_program - mesh - torus
Code Sample 63
Shows how to use several dynamic lights in shader programs.
Shows a very cool alien head done by Satyr.
Shows how to setup widescreen with hud.
Keywords: scene - check_hardware_caps - camera - material - shader_program_name - shader_program - model - loading_option - compute_vertices_normals - compute_tangent_space_vectors
Code Sample 83
Shows how move grass (simple quad) with GLSL vertex shader.
Shows binary alpha map and hardware alpha-test.
Shows how to do animated grass using a GLSL vertex shader.
Shows how to use mesh vbquad (an optimized quads array) to improve speed. Shows also the
impact of trilinear filtering and mipmapping to incrase speed.