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3D Light Map Visualization on ATI Radeon®
3D Texture Mapping
Anisotropic Filtering on the Radeon®
ARB_multitexture Extension
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ATI_texture_env_combine3 Extension
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ATI Radeon™ Sample Code Archive
Home
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>
ATI Radeon™ SDK Archives
>
ATI Radeon™ Sample Code Archive
Overview
»
DirectX® 8.1 Samples
»
OpenGL® Samples
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 SDK
.
DirectX® 8.1 Samples
RadeonDynamicEMBM
Dynamic EMBM reflections
RadeonFaceMorph
Uses DirectX® 8 Fixed-Function Tweening for Facial Animation
RadeonDolphinTween
Uses DirectX® 8 Fixed-Function Tweening for keyframe interpolation
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
RadeonFrostedGlass
Illustrates use of multitexture and SetRenderTarget() to approximate accumulation buffer for rendering frosted glass.
RadeonEMBMFrostedGlass
Illustrates environment mapped bump mapped and frosted glass.
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.
RadeonEMBMCubeSoftReflect
Illustrates use cubic environment mapping, and environment mapped bump mapped soft reflections.
RadeonLightGlare
Illustrates how to create blurry light glare for emissive scene objects.
Miscellaneous Techniques with DirectX® 7
RadeonRangeFog
Illustrates the importance of range-based fog over traditional depth-based fog.
RadeonTeapotTexGen
Uses texture coordinate generation for both diffuse and specular terms. Renders the teapot using three textures in a single pass.
RadeonTerrainDemo
High polygon-count terrain renderer. Uses an octree database for run-time culling.
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).
RadeonTexGen
Demonstrates various forms of texture coordinate generation including fog mapping and environment mapping.
RadeonSoftShadow
Uses multipass rendering and SetRenderTarget() to generate a soft shadow map.
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
. DirectX® 7 SDK.
Certain elements have been added or changed to enhance functionality for some of the samples.
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.
RadeonVideoBillboard
Textures from a video stream to simulate a fire burning.
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 to
build the OpenGL® samples
. Also, the tokens and prototypes required to utilize OpenGL® extensions are found in the
glATI.h
and
wglATI.h
headers, which you can feel free to use in your own applications.
RadeonSimpleDOT3
Illustrates use of
EXT_texture_env_dot3
.
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
.
RadeonSecondaryColor
Illustrates use of
EXT_secondary_color
RadeonSeparateSpecular
Illustrates use of
EXT_separate_specular_color
RadeonFogCoord
Illustrates use of
EXT_fog_coord
RadeonAnisotropic
Illustrates use of
EXT_texture_filter_anisotropic
RadeonDotProduct3
Illustrates use of
ATIX_texture_env_dot3
,
ATI_texture_mirror_once
,
ARB_texture_cube_map
, and
EXT_texture3D
RadeonVolVis
Illustrates use of
EXT_texture3D
for medical volume visualization.
RadeonCartoon
Illustrates use of
ARB_texture_cube_map
for cartoon rendering
RadeonSeparateSpecularII
Illustrates use of
EXT_separate_specular_color
.
RadeonVolumeTexture
Illustrates use of
EXT_texture3D.
»
For more OpenGL® samples, see the
RAGE 128™ SDK Samples.
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