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 32  

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.

Keywords: scene - check_hardware_caps - camera - skybox - texture - mesh - binary_alpha_map_color - create_binary_alpha_map - script - primitive - quad - alpha_test_params - material - shader_program_name - shader_program - constant_1i - constant_1f




Code Sample 84  

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.

Keywords: scene - check_hardware_caps - camera - skybox - texture - binary_alpha_map_color - create_binary_alpha_map - num_mipmaps - TRILINEAR - script - primitive - quad - alpha_test_params - material - shader_program_name - shader_program - constant_1i - constant_1f - mesh - VB_QUAD




Code Sample 112  

Shows how to inject an apha map into the alpha channel of a texture and how to perform the alpha testing in the pixel shader.

Keywords: alpha map - inject_opacity_map - pixel shader - discard




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
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