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Alpha Test |
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Required GL Extensions: None
Supported ASICs: Rage 128, Radeon, Radeon 8500
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| The Alpha Test sample
program shows how an alpha blended primitive can cause unwanted
Z-buffer writes without alpha test rejection.
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Anisotropic |
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Required GL Extensions: GL_EXT_texture_filter_anisotropic
Supported ASICs: Radeon, Radeon 8500
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The Anisotropic Demo uses EXT_texture_filter_anisotropic extension to use
anisotropic texture filtering, which dramatically improves visual quality where
texture minification in the s and t directions is radically different. This is
very common on polygons which are oblique to the viewer. More traditional forms
of filtering favor over-blurring the texture over aliasing artifacts.
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Bump Map |
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Required GL Extensions: GL_ARB_multitexture & GL_ARB_texture_env_combine
Supported ASICs: Rage 128, Radeon, Radeon 8500
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The Bump sample program uses multitexturing via ARB_multitexture and
ARB_texture_env_combine to perform the popular emboss style of bump mapping.
This example program uses a bump mapped sphere from Blinn's original paper on
bump mapping.
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Cartoon |
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Required GL Extensions: GL_ARB_texture_cube_map
Supported ASICs: Rage 128 [sphere mapping only], Radeon, Radeon 8500
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The Cartoon sample program demonstrates two different techniques for rendering
cartoon like objects from 3D models. The first technique uses a spheremap.
Areas with sharp curvature are colored using the edges of the sphere map
giving a black line in those areas. The
second technique uses ARB_texture_cube_map to give a more brushed looking
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Edge Clamp |
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Required GL Extensions: GL_SGIS_texture_edge_clamp
Supported ASICs: Radeon, Radeon 8500
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The ATI EdgeClamp sample program uses the EXT_texture_edge_clamp extension to
illustrate proper use of border colors in OpenGL. If the extension is supported
by the driver, the application will show a green quad with borders. If the
extension is not supported, a red quad will be displayed to illustrate how the
borders should appear.
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Light Map |
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Required GL Extensions: GL_ARB_multitexture
Supported ASICs: Rage 128, Radeon, Radeon 8500
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The Rage128LightMap sample program uses single-pass multitexturing to implement
a light map effect on a simple quad. The ARB_multitexture extension is used in
this sample. |
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Pear |
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Required GL Extensions: None
Supported ASICs: Rage 128, Radeon, Radeon 8500
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The Pear Demo demonstrates a variety of visual effects including gloss mapping,
specular mapping, and mirror reflections.
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PN Triangles |
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Required GL Extensions: GL_ATIX_pn_triangles
Supported ASICs: Radeon 8500
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The PN Triangles Demo demonstrates how to use the GL_ATIX_pn_triangles extension
to have rough objects with few vertices tesselated by the graphics processor
into complex objects that have a higher number of vertices. The new vertices are
computed by interpolating input vertex coordinates and corresponding normals.
The result is more realistic looking objects due to smoother curves and better
lighting characteristics.
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Simple DOT 3 BumpMap |
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Required GL Extensions: GL_ARB_texture_env_dot3
Supported ASICs: Radeon, Radeon 8500
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The SimpleDOT3 sample uses ARB_texture_env_combine and ARB_texture_env_dot3 to
demonstrate per-pixel lighting effects possible in OpenGL. It demonstrates per
pixel diffuse lighting with DOT3 Bumpmapping.
Our lighting model in this demo: (N.L)*BASE.
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Specular |
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Required GL Extensions: GL_ARB_multitexture & GL_ARB_texture_env_add
Supported ASICs: Rage 128, Radeon, Radeon 8500
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The Specular sample program uses single-pass multitexturing (ARB_multitexture
ARB_texture_env_add) and multipass rendering to implement the following effects
on a simple object:
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Single-pass specular mapping using multitexturing
- Multi-pass specular mapping with
ONE:ONE blending
- Multi-pass
gloss mapping with ONE:SRC_ALPHA blending (shown below)
- Diffuse
(vertex) lighting only
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Volume Texture |
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Required GL Extensions: GL_EXT_texture3D
Supported ASICs: Radeon, Radeon 8500
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The VolumeTexture sample program uses EXT_texture3D to demonstrate volume
texturing in OpenGL. This sample shows a set of objects drawn with a
procedurally generated texture. It uses both a marble texture and a color cube
texture. Additionally, the app uses the stencil buffer and a single user clip
plane to perform a simple CSG operation. The notable benefit of using 3D
textures in this app is that the objects always have a consistent mapping even
though they are being sliced. This sort of technique can easily be used for the
texturing to arbitrary procedural geometry.
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Volume Visualization |
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Required GL Extensions: GL_EXT_texture3D
Supported ASICs: Radeon, Radeon 8500
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The VolVis sample program uses ARB_texture3D to demonstrate volume visualization
in OpenGL. This sample shows a
volume being drawn as textured shells. It displays with both a monochrome and a
pseudo-color version of the volume. Additionally, the user has control over a
clip plane to interactively slice the volume.
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