|
|||||||||
| PREV PACKAGE NEXT PACKAGE | FRAMES NO FRAMES | ||||||||
| Class Summary | |
|---|---|
| Using3DTexture | this demo shows how to use 3D textures. |
| UsingAccumulationBuffer | |
| UsingANiceModel | |
| UsingAnimatedGestaltPointSprites | this demo shows how to use gestalt point sprites in gestalt |
| UsingAPersonalPointOfView | this demo shows how to render a personal view into a texture. see also 'UsingMultipleViews' |
| UsingAppletRenderer | this demo shows source code for using gestalt as an applet. |
| UsingBezierCurves | this demo shows how to use bezier curved quad lines. |
| UsingBezierCurveTextured | this demo shows how to use bezier curves. |
| UsingBillboards | 'UsingBillboards' demonstrates how to use the camera transformation matrix to rotate a shape in a way that it always faces the camera. |
| UsingBitmapFilter | this demo shows how to perform filters on bitmaps 1. |
| UsingCubeMap | this demo shows how to use cube maps. |
| UsingCulling | |
| UsingCustomizedRenderer | this demo shows how customize the renderer by overriding the display creation to gain more control over the display method. |
| UsingCustomMipmaps | |
| UsingCustomRenderPipeline | gestalt uses a 'bin' concept to organize the rendering of 'drawables'. |
| UsingCustomShapes | this demo shows how to create a custom shape using the 'drawable' interface. |
| UsingDisposableBin | |
| UsingDisposeMechanism | this demo shows how to properly dipose texture, in a way that they are not only removed from cpu memory but also from gpu memory. |
| UsingDynamicallyCreatedTextures | this demo shows how to create textures dynamically 1. |
| UsingEdgeBlending | |
| UsingFBOs | this demo shows how to use framebuffer objects (FBO). |
| UsingFontTextureCreator | |
| UsingFPSCounter | this demo shows how to use the FPS ( frames per second ) counter. |
| UsingFrameGrabbing | this demo shows how to grab frames from the opengl context and save them to disk. |
| UsingGestaltPointSprites | this demo shows how to use a pointsprites. |
| UsingGlassShader | |
| UsingGlowWithGLSLandFBOs | this demo shows how to combine all the hot stuff: FBOs, GLSL and VBOs. |
| UsingGLSLImageProcessing | |
| UsingGLSLProjectiveTexture | |
| UsingGLSLReflections | this demo show how to integrate glsl ( opengl shader language ) into gestalt. |
| UsingGLSLShader | this demo show how to integrate glsl ( opengl shader language ) into gestalt. |
| UsingGLSLShadows | |
| UsingGlur | |
| UsingGLUTBitmapFont | this demo shows how to use the GLUT bitmapfont. |
| UsingGPGPU2DParticles | this is well worth reading: http://www.mathematik.uni-dortmund.de/~goeddeke/gpgpu/tutorial.html |
| UsingGPGPU3DParticles | this is well worth reading: http://www.mathematik.uni-dortmund.de/~goeddeke/gpgpu/tutorial.html |
| UsingGPGPUCAWater | |
| UsingLEDDisplay | |
| UsingMesh | this demo shows how to use a mesh. |
| UsingMinimalRenderer | this demo shows a minimum gestalt setup. |
| UsingMultipleCameras | this demo shows how to use multiple cameras. |
| UsingMultiplePassBlur | |
| UsingMultipleViews | |
| UsingMultiTexturing | this demo shows how to use multi-texturing in gestalt 1. |
| UsingNativeDrawable | |
| UsingNativeMovies | |
| UsingNonPowerOfTwoFrameBufferObjects | |
| UsingNonPowerOfTwoTextures | |
| UsingOBJModelLoader | |
| UsingPicking | this demo shows how to obtain use the picking mechanism of gestalt. the picking mechanism is opengl based. short introduction, of how the openglpicking works: basically, the picking is a second renderpass. |
| UsingQuadLines | |
| UsingRenderToTexture | |
| UsingSceneWriterOBJ | |
| UsingShadowExtension | this demo shows how to use the shadow extension. |
| UsingSketchRenderer | |
| UsingTextureOnOBJModel | |
| UsingTextureSequence | |
| UsingTexturesRevisited | this demo shows some other ways to work with textures not shown in 'UsingImageTextures'. |
| UsingTransformNodes | |
| UsingVertexColorsToTexture | |
|
|||||||||
| PREV PACKAGE NEXT PACKAGE | FRAMES NO FRAMES | ||||||||