Current version: 0.45.1 | Current version: 1.30.0
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| Current version: 0.3.0 | Current version: 0.3.0
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| oZone3D.Net's Tutorials.: OpenGL, GLSL, Lua, Direct3D, GPU :.
1 - GLSL Programming Tutorials
![](/tutorials/glsl_fog/images/glsl_fog_w128.jpg) |
  | ![](/tutorials/images/tutor.gif) | Fog with GLSL![](images/new01.gif) ![](/images/spacer.gif) ![](/images/fr.gif) ![](/images/spacer.gif) ![](/images/uk.gif) |
| | Fog implementation using GLSL - Use of gl_FogFragCoord, gl_FragCoord, gl_FogCoord and gl_Fog variables. |
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![](/tutorials/images/mesh_deformer/tuto_w128.jpg) |
  | ![](/tutorials/images/tutor.gif) | Mesh Deformers![](/images/spacer.gif) ![](/images/fr.gif) ![](/images/spacer.gif) ![](/images/uk.gif) |
| | Two examples of mesh deformers using the GPU: surface deformer and mesh twister. |
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![](/tutorials/images/glsl_texturing/tuto_w128.jpg) |
  | ![](/tutorials/images/tutor.gif) | The Art of Texturing using the GLSL![](/images/spacer.gif) ![](/images/fr.gif) ![](/images/spacer.gif) ![](/images/uk.gif) |
| | This tutorial shows the common techniques of texturing and their implementation with GLSL (simple and multtexturing, sphere mapping, dual paraboloid mapping, cube mapping, texture warping, projective texture mapping). |
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![](/tutorials/images/vertex_displacement_mapping/tuto_w128.jpg) |
  | ![](/tutorials/images/tutor.gif) | Vertex Displacement Mapping![](/images/spacer.gif) ![](/images/fr.gif) ![](/images/spacer.gif) ![](/images/uk.gif) |
| | Explanation of the vertex displacement mapping technique to deform a mesh using a texture look up from a vertex shader. |
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![](/tutorials/images/bump_map_compression/tuto_w128.jpg) |
  | ![](/tutorials/images/tutor.gif) | Normal-Map Compression![](/images/spacer.gif) ![](/images/fr.gif) ![](/images/spacer.gif) ![](/images/uk.gif) |
| | The problem of normal-map (or bump-map) compression and how to solve it (renormalization - swizzled-DXT5 - ATI 3Dc). |
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![](/tutorials/images/image_filtering/tuto_w128.jpg) |
  | ![](/tutorials/images/tutor.gif) | Image Filtering![](/images/spacer.gif) ![](/images/fr.gif) ![](/images/spacer.gif) ![](/images/uk.gif) |
| | Image filtering and GLSL filters implementation (convolution kernels). |
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![](/tutorials/images/ambient_occlusion/tuto_w128.jpg) |
  | ![](/tutorials/images/tutor.gif) | Ambient Occlusion Lighting![](/images/spacer.gif) ![](/images/fr.gif) ![](/images/spacer.gif) ![](/images/uk.gif) |
| | Présentation of ambient occlusion lighting technique. Occlusion-maps creation. Ambient occlusion GLSL shader. |
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![](/tutorials/images/bump_mapping/tuto_w128.jpg) |
  | ![](/tutorials/images/tutor.gif) | Bump Mapping![](/images/spacer.gif) ![](/images/fr.gif) ![](/images/spacer.gif) ![](/images/uk.gif) |
| | Bump mapping implementation using GLSL shader. Lighting equations. Tangent space. |
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![](/tutorials/images/normal_map/tuto_w128.jpg) |
  | ![](/tutorials/images/tutor.gif) | Normal-maps![](/images/spacer.gif) ![](/images/fr.gif) ![](/images/spacer.gif) ![](/images/uk.gif) |
| | Presentation and creation of normal-maps (or bump-maps). |
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![](/tutorials/images/glsl_intro/tuto_w128.jpg) |
  | ![](/tutorials/images/tutor.gif) | Introduction to GLSL![](/images/spacer.gif) ![](/images/fr.gif) ![](/images/spacer.gif) ![](/images/uk.gif) |
| | This tutorial presents the basis about GLSL shading language. GLSL shader integration into Demoniak3D. |
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2 - Lua Programming
![](/tutorials/images/lua_socket_lib/tuto_w128.jpg) |
  | ![](/tutorials/images/tutor.gif) | LUA Socket Lib and Coroutines![](/images/spacer.gif) ![](/images/fr.gif) ![](/images/spacer.gif) ![](/images/uk.gif) |
| | This tutorial shows how to use the LUA socket lib to setup a TCP/IP Server and how to use coroutines for handle the server infinite loop. |
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![](/tutorials/images/lua_coding/tuto_w128.jpg) |
  | ![](/tutorials/images/tutor.gif) | LUA Coding![](/images/spacer.gif) ![](/images/fr.gif) ![](/images/spacer.gif) ![](/images/uk.gif) |
| | Basis about LUA programming. Variables, tests, structures, functions. |
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3 - Graphics Cards and GPUs Architecture
4 - OpenGL / Direct3D Programming
| ![](/tutorials/images/tutor.gif) | RaptorGL: introduction![](/images/spacer.gif) ![](/images/fr.gif) ![](/images/spacer.gif) ![](/images/uk.gif) |
| | This article aims to quickly introduce you to RaptorGL and showing a simple example of how to use it. |
| ![](/tutorials/images/tutor.gif) | D3D / GL Tuto 14![](/images/spacer.gif) ![](/images/spacer.gif) |
| | Shows how to use C++ 3D models exported from LynX 3D Viewer. Specular highlights. |
| ![](/tutorials/images/tutor.gif) | D3D / GL Tuto 15![](/images/spacer.gif) ![](/images/spacer.gif) |
| | Shows how to load a compressed texture and how to setup the trilinear filtering. |
| ![](/tutorials/images/tutor.gif) | D3D / GL Tuto 16![](/images/spacer.gif) ![](/images/spacer.gif) |
| | Shows how to use the VBO (Vertex buffer Object) and the GLSL (OpenGL Shading Language). |
5 - Demoniak3D Programming
![](/tutorials/images/stencil_shadow_volumes/tuto_w128.jpg) |
  | ![](/tutorials/images/tutor.gif) | Shadow Volumes![](/images/spacer.gif) ![](/images/fr.gif) ![](/images/spacer.gif) ![](/images/uk.gif) |
| | All about stencil shadow volumes and their use in Demoniak3D. |
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6 - Demoscene
![](/demos_projects/images/sb01/tuto_w128.jpg) |
  | ![](/tutorials/images/tutor.gif) | Suffocate 01![](/images/spacer.gif) ![](/images/fr.gif) ![](/images/spacer.gif) ![](/images/uk.gif) |
| | A demoscene-like product coded with Demoniak3D. FR - UK |
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