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ATI Radeon™ Sample Code Archive

2014年01月07日 ⁄ 综合 ⁄ 共 4053字 ⁄ 字号 评论关闭

 

ATI
Radeon™ Sample Code
Archive
http://developer.amd.com/gpu/radeon/archives/RadeonSampleCode/Pages/default.aspx

 

Overview

Direct3D®
Most of the
following samples were built on the basic Direct3D® sample framework that is
provided with the DirectX® 7 SDK. Certain elements of the framework have been
added or changed to enhance functionality for some of the samples.

The
newer samples were built with the framework provided in the .

 
DirectX® 8.1 Samples

    Click to enlarge

 

RadeonDynamicEMBM
Dynamic
EMBM reflections
    Click to enlarge

RadeonFaceMorph
Uses
DirectX® 8 Fixed-Function Tweening for Facial Animation
    Click to enlarge

RadeonDolphinTween
Uses
DirectX® 8 Fixed-Function Tweening for keyframe interpolation
    Click to enlarge
 
RadeonCubeVolViz
Basic
application demonstrating use of volume textures. This app is a very useful
debugging aid for developers who want to visualize the contents of a volume
texture.
 
Accumulation Buffer Techniques with DirectX®
7

Click to enlarge

RadeonFrostedGlass
Illustrates
use of multitexture and SetRenderTarget() to approximate accumulation buffer for
rendering frosted glass.
Click to enlarge

RadeonEMBMFrostedGlass

Illustrates environment mapped bump mapped and frosted glass.
Click to enlarge
RadeonSoftReflect
Renders
into multiple textures and then uses the Radeon™ 's three textures to composite
the textures together to approximate an accumulation buffer. This allows the
Radeon™  to generate soft reflections of the objects in the tabletop.
Click to enlarge
RadeonEMBMCubeSoftReflect
Illustrates
use cubic environment mapping, and environment mapped bump mapped soft
reflections.
Click to enlarge
RadeonLightGlare
Illustrates
how to create blurry light glare for emissive scene
objects.
Miscellaneous Techniques with DirectX®
7

Click to enlarge
RadeonRangeFog
Illustrates
the importance of range-based fog over traditional depth-based
fog.
Click to enlarge

RadeonTeapotTexGen
Uses
texture coordinate generation for both diffuse and specular terms. Renders the
teapot using three textures in a single pass.
Click to enlarge

RadeonTerrainDemo
High
polygon-count terrain renderer. Uses an octree database for run-time
culling.
Click to enlarge

RadeonUnderwater
Uses
the Radeon™ 's three-texture multitexturing for efficient rendering of caustics
(light patterns caused underwater by light refracting at the surface of
water).
Click to enlarge

RadeonTexGen
Demonstrates
various forms of texture coordinate generation including fog mapping and
environment mapping.
Click to enlarge

RadeonSoftShadow
Uses
multipass rendering and SetRenderTarget() to generate a soft shadow
map.
Click to enlarge

RadeonSpotlightShadow
Uses
SetRenderTarget() to dynamically generate a shadow map. Applies the shadow map
and a spotlight map in a single pass using projective
texturing.
DirectShow® Samples with DirectX®
7

The following samples were built on the basic Direct3D® sample framework
that is provided with the Certain elements have been added or changed to enhance functionality
for some of the samples.
 
Click to enlarge

RadeonProjectedVideo
Illustrates
use of the texture coordinate generation via the texture matrix and texture
projection. Also textures from a video stream for the projective
texture.
Click to enlarge

RadeonVideoBillboard
Textures
from a video stream to simulate a fire burning.
Click to enlarge

RadeonVideoTransitionFx
Textures
from two video streams and uses 3D to render a variety of transition effects
between the two streams.
  • » For more DirectX® samples, see the RAGE
    128™ SDK Samples
    .
  • OpenGL® Samples

    Having trouble?

    • End users, remember that these samples use glut,
      which requires that you have the glut32.dll in your /Windows/System or
      /WINNT/System32 directory.
    • Developers, make sure you know how tobuild
      the OpenGL® samples
      . Also, the tokens and prototypes required to utilize
      OpenGL® extensions are found in theglATI.h and wglATI.h headers, which you can feel free to use
      in your own applications.
     
        Click to enlarge       RadeonSimpleDOT3
    Illustrates
    use ofEXT_texture_env_dot3.
    Click to enlarge
     
    RadeonCombine3SpecMap
    Illustrates
    use of OpenGL extensions EXT_texture_env_combine3,
    ATIX_texture_env_route,
    EXT_texture_env_dot3,
    ATI_texture_mirror_once,
    ARB_texture_cube_map,
    and EXT_texture3D.
    Click to enlarge

    RadeonSecondaryColor
    Illustrates
    use ofEXT_secondary_color
    Click to enlarge

    RadeonSeparateSpecular
    Illustrates
    use of EXT_separate_specular_color
    Click to enlarge

    RadeonFogCoord
    Illustrates
    use of EXT_fog_coord
    Click to enlarge

    RadeonAnisotropic
    Illustrates
    use ofEXT_texture_filter_anisotropic
    Click to enlarge

    RadeonDotProduct3
    Illustrates
    use ofATIX_texture_env_dot3,ATI_texture_mirror_once,ARB_texture_cube_map,
    andEXT_texture3D
    Click to enlarge

    RadeonVolVis
    Illustrates
    use ofEXT_texture3D
    for medical volume visualization.
    Click to enlarge

    RadeonCartoon
    Illustrates
    use ofARB_texture_cube_map
    for cartoon rendering
    Click to enlarge

    RadeonSeparateSpecularII
    Illustrates
    use ofEXT_separate_specular_color.
    Click to enlarge

    RadeonVolumeTexture
    Illustrates
    use of EXT_texture3D.
  • » For more OpenGL® samples, see the RAGE
    128™ SDK Samples.
  •  

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