User Submitted Code Samples

 

Page 1:

Initialization (DirectX 9.0 - VB .NET)
Primitive Types
(DirectX 9.0 - VB .NET)
Creating Mesh Objects
(DirectX 9.0 - VB .NET)
Creating Textures (DirectX 9.0 - VB .NET)
Lighting (DirectX 9.0 - VB .NET)

Page 2:

Fonts (DirectX 9.0 - VB .NET)
Alpha Blending
(DirectX 9.0 - VB .NET)
Predefined Meshes
(DirectX 9.0 - VB .NET)
Sprites (DirectX 9.0 - VB .NET)
Particles (DirectX 9.0 - VB .NET)

Page 3:

Stencil Shadow Volume Using the Z-Fail Technique (OpenGL - C++)
Progressive Meshes (DirectX 9.0 - VB .NET)
Simple Pixel Shaders (DirectX 9.0 - VB .NET)
Cell Shading (DirectX 9.0 - VB .NET)
Loading Effect Files (DirectX 9.0 - VB .NET)

Page 4:

Simulated Radar Sweep (OpenGL - C++)
Cel-shading with GL_ARB_vetex_program (OpenGL - C++)
Per-pixel Lighting with GLSlang (OpenGL - C++)
Loading a 3DS File (OpenGL - C++)
Bump Mapping with GLSlang (OpenGL - C++)

Page 5:

Multitexturing with GLSlang (OpenGL - C++)
Advanced Memory Management (C++ - A Guildhall sample)
Rigid Body Dynamics (OpenGL - C++ - A Guildhall sample)
Parallax Mapping with GLSlang (OpenGL - C++)
Relief Mapping with GLSlang (OpenGL - C++)

Page 6:

Shader based Sky-dome (OpenGL - C++)
Post Processing with a Sobel Edge Detection Shader (DirectX 9.0 - C++)
Post Shadow Mapping with a FBO (OpenGL - C++)
Post Texture Loading with FreeImage (OpenGL - C++)
Texture Projection (OpenGL - C++)

Page 7:

Deferred Shading (DirectX 9.0 - C++)
Soft Shadow Volume (OpenGL - C++)
Introduction to Newton for Physics (OpenGL - C++)
Antialiasing with OpenGL (OpenGL - C++)
Loading DDS Texture under Linux (Linux - OpenGL - C++)

Page 8:

Z-fail shadows on the GPU (Windows/Linux - SDL/OpenGL - C++)
Soft Z-fail shadows on the GPU (Windows/Linux - SDL/OpenGL - C++)
Vertex Animation using a VBO (OpenGL - C++)
Reflective Bump Mapping (OpenGL - C++)
Per-Pixel Reflective Environment Mapping (OpenGL - C++)

Page 9:

High Dynamic Range Rendering (OpenGL - C++)
Volumetric Lines (DirectX 9.0 - C++)

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