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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