| Source code |
An example of using the accumulation buffer to run convolutions over an image.
accconvolve.c |
An example of using the accumulation buffer to anti-alias the contents of the framebuffer.
accumaa.c |
An example of using alpha blending for transparency (with sorting).
alphablend.c |
Shows the artifacts that can be seen when using alpha blending for transparency and no sorting is performed.
alphablendnosort.c |
An example of billboarding. A billboard is an object that always faces toward the eye.
billboard.c |
An example of creating a bubble effect by perturbing a sphere with a sine function.
bubble.c |
An example of performing bump mapping.
bump.c |
An example of using the accumulation and destination alpha buffers to produce a chromakeyed image.
chromakey.c |
A fancy example of using the accumulation and destination alpha buffers to produce a chromakeyed image.
chromakey_fancy.c |
An example of using the texture matrix to create a moving cloud effect.
cloud.c |
An example of using the texture matrix to create a low cloud or low fog effect.
cloudl.c |
Demonstration of performing arbitrary CSG operations.
csg.c |
Demonstrates how to use the stencil buffer to produce decals on co-planar surfaces.
decal.c |
An example of dissolving using the stencil buffer.
dissolve.c |
An example of how to use texture mapping to simulate an explosion.
explode.c |
An example of how to use multiple texture maps to simulate a fire.
fire.c |
An example of generating a spheremap (environment map).
genspheremap.c |
An example of using multi-pass rendering techniques to produce phong-shaded objects.
highlight.c |
An example of using the accumulation buffer to interpolate contrast, saturation and brightness of an image.
interp.c |
An example of using lightmaps to enhance the appearance of a scene.
lightmap.c |
An example of creating points of light using several methods including normal points, points attenuated by the distance from the eye, and texture mapped points of light.
lightp.c |
An example of using OpenGL's anti-aliased line functionality.
line.c |
An example of how to use the accumulation buffer to anti-alias a scene.
multiaccumaa.c |
An example of using alpha-blending to render multiple transparent objects (with sorting).
multialphablend.c |
An example of using alpha-blending to render multiple transparent objects (WITHOUT sorting).
multialphablendnosort.c |
An example of creating multiple reflections (as in a room with mirrors on opposite walls.
multimirror.c |
An example of using screen-door transparency with multiple objects.
multiscreendoor.c |
An example of using sphere-mapped texture to environment map multiple objects.
multispheremap.c |
Shows how to create an octave by filtering randomly generated noise.
noise.c |
Demonstrates what is meant by the 'nth-surface'. Useful for understanding how CSG operations work in OpenGL.
nthsurfdemo.c |
An example of using texture mapping to create patterned brushes for painting.
paint.c |
Demonstrates simple projective texture mapping.
projtex.c |
An example of using the scale and bias functionality of the pixel transfer options.
sbias.c |
An example of using screen-door transparency.
screendoor.c |
An example of using a texture map to simulate smoke.
smoke.c |
Soft shadows using a shadow texture per polygon. Based on an algorithm described by Paul Heckbert and Michael Herf of CMU; see their web site http://www.cs.cmu.edu/ph/shadow.html for details.
softshadow2.c |
How to make a noise texture from multiple frequencies of noise.
spectral.c |
Examples of different sphere tesselations.
tess.c |
An example of different texgen modes.
texgen.c |
An example of using multiple texture maps to create a 'movie'.
texmovie.c |
An example of using a very large texture by 'paging' in pieces.
texpage.c |
An example of displaying a large texture image as a set of separate tiles.
textile.c |
An example of how to create an underwater scene, including caustics.
underwater.c |
Application of a spheremap.
usespheremap.c |
An example of how to draw a vapor trail (such as that left by an airplane).
vapor.c |
Volume rendering with OpenGL.
volume.c |
An example of warping a mesh to produce a morphing effect.
warp.c |
An example of using texture mapping and sine functions to simulate water.
water.c |
An example of compositing RGB data read from the framebuffer back into a scene with correct Z buffering.
zcomposite.c |