ATI
Radeon™ Sample Code
Archive
http://developer.amd.com/gpu/radeon/archives/RadeonSampleCode/Pages/default.aspx
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 . |
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RadeonRangeFog Illustrates
the importance of range-based fog over traditional depth-based
fog. |
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RadeonTeapotTexGen Uses
texture coordinate generation for both diffuse and specular terms. Renders the
teapot using three textures in a single pass. |
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RadeonTerrainDemo High
polygon-count terrain renderer. Uses an octree database for run-time
culling. |
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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). |
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RadeonTexGen Demonstrates
various forms of texture coordinate generation including fog mapping and
environment mapping. |
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RadeonSoftShadow Uses
multipass rendering and SetRenderTarget() to generate a soft shadow
map. |
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RadeonSpotlightShadow Uses
SetRenderTarget() to dynamically generate a shadow map. Applies the shadow map
and a spotlight map in a single pass using projective
texturing. |
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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. |
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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. |
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RadeonVideoBillboard Textures
from a video stream to simulate a fire burning. |
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RadeonVideoTransitionFx Textures
from two video streams and uses 3D to render a variety of transition effects
between the two streams. |
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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.
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