ATI Radeon™ Sample Code Archive

 

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


   

 

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 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 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.
     
               RadeonSimpleDOT3
    Illustrates use ofEXT_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 ofEXT_secondary_color


    RadeonSeparateSpecular
    Illustrates use of EXT_separate_specular_color


    RadeonFogCoord
    Illustrates use of EXT_fog_coord


    RadeonAnisotropic
    Illustrates use ofEXT_texture_filter_anisotropic


    RadeonDotProduct3
    Illustrates use ofATIX_texture_env_dot3,ATI_texture_mirror_once,ARB_texture_cube_map, andEXT_texture3D


    RadeonVolVis
    Illustrates use ofEXT_texture3D for medical volume visualization.


    RadeonCartoon
    Illustrates use ofARB_texture_cube_map for cartoon rendering


    RadeonSeparateSpecularII
    Illustrates use ofEXT_separate_specular_color.


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