GeeXLab
Current version: 0.45.1
>GeeXLab homepage

FurMark
Current version: 1.30.0
>FurMark homepage

GPU Caps Viewer
Current version: 1.55.0.0
>GPU Caps Viewer homepage

GPU Shark
Current version: 0.26.0.0
>GPU Shark homepage


Blogs
>JeGX's HackLab

Geeks3D's Articles
>GPU Memory Speed Demystified

>Multi-Threading Programming Resources

>GeForce and Radeon OpenCL Overview

>How to Get your Multi-core CPU Busy at 100%

>How To Make a VGA Dummy Plug

>Night Vision Post Processing Filter

PhysX FluidMark
Current version: 1.5.4
>FluidMark homepage

TessMark
Current version: 0.3.0
>TessMark homepage

ShaderToyMark
Current version: 0.3.0
>ShaderToyMark homepage
>ShaderToyMark Scores

Demoniak3D
Current Version: 1.23.0
>Demoniak3D
>Download
>Libraries and Plugins
>Demos
>Online Help - Reference Guide
>Codes Samples
 
oZone3D.Net - Demoniak3D Code Samples

Demoniak3D

Code Samples

» Back to Code Samples Index





Code Sample 78  

Shows a torus lit by an OMNI red light. It shows how to use the light's diffuse component and how to optimize a mesh.

Keywords: scene - camera - mesh - light - diffuse - optimize - material - attach_material - spin_values - torus




Code Sample 72  

Shows how to use several SPOT lights. Shows the importance of the global ambient light.

Keywords: scene - global_ambient_light - camera - light - SPOT - spot_angle - orientation - add_texture - mesh - plane




Code Sample 77  

Outlines the impact of the material ambient component.

Keywords: scene - camera - light - material - ambient_reflection_factor - diffuse_reflection_factor - specular_reflection_factor - orientation - pitch - font - text_3d - mesh




Code Sample 69  

Shows the effects of tuning the lights' parameters to get a realistic rendering. The code sample shows how to accurately apply the light's attenuation (the linear, the constant and the quadratic attenuation) to progressively decrease the light's intensity as the distance grows. It shows the importance of the mesh density for getting high quality specular reflexion, as well as the use of an optimization method and the vertex buffer object (vbo) to speed up the rendering of meshes featuring static polygones (detailed explanations about these techniques are available in the Lighting and material tutor).

Keywords: scene - camera - light - linear_att - constant_att - quadratic_att - material - ambient_reflection_factor - diffuse_reflection_factor - specular_reflection_factor - mesh - optimize - plane - torus - improve_specular_highlights - use_vbo - polygon_mode




Code Sample 52  

Shows a simple scene with volumic shadows. The code shows how to render shadows of several objects within a single 3ds format scene. It shows how to move an object (the light) with a very simple LUA script.

Keywords: scene - camera - light - texture - material - mesh - plane - model - shadow_caster - script - run_mode




Code Sample 70  

This code features volumic shadows like in code sample 52, but with a more sofisticated 3D model. It shows how to move a light in LUA scripting.

Keywords: scene - camera - light - texture - material - script - primitive - mesh - plane - model - shadow_caster




GeeXLab demos


GLSL - Mesh exploder


PhysX 3 cloth demo


Normal visualizer with GS


Compute Shaders test on Radeon


Raymarching in GLSL



Misc
>Texture DataPack #1
>Asus Silent Knight CPU Cooler
Page generated in 0.0022759437561035 seconds.