ATI SDK

ATI Product Information

Support for Alternate OS's

Hardware partners

Software partners

RenderMonkey

Drivers


 
 

Highlights


GPU MeshMapper (V1.0)

GPU PerfStudio (V1.2)

Samples: CrossFire Detect (update)

Samples: PostTonemapResolve

The Compressonator (version 1.41)

GPU Shader Analyzer (V1.42)

RenderMonkey™
(version 1.81) (New)


ATI Compress (version 1.6)

AMD Tootle 2.0 (New)

AMD OpenGL ES 2.0 Emulator (V1.1) (New)

HLSL2GLSL (V0.9)

AMD at GDC 2007

ATI SDK


 
 
ATI Developer - Source Code
 
Radeon® Sample Code



Direct3D®
Most of the following samples were built on the basic Direct3D® sample framework that is provided with the DirectX® 7 SDK. Certain elements of the framework have been added or changed to enhance functionality for some of the samples.

The newer samples were built with the framework provided in the DirectX® 8.1 SDK.
 
DirectX® 8.1 Samples
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RadeonDynamicEMBM
Dynamic EMBM reflections
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RadeonFaceMorph
Uses DirectX® 8 Fixed-Function Tweening for Facial Animation
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RadeonDolphinTween
Uses DirectX® 8 Fixed-Function Tweening for keyframe interpolation
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RadeonCubeVolViz
Basic application demonstrating use of volume textures. This app is a very useful debugging aid for developers who want to visualize the contents of a volume texture.
 
Accumulation Buffer Techniques with DirectX® 7

 
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Illustrates use of multitexture and SetRenderTarget() to approximate accumulation buffer for rendering frosted glass.
RadeonFrostedGlass
 
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Illustrates environment mapped bump mapped and frosted glass.
RadeonEMBMFrostedGlass
 
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Renders into multiple textures and then uses the Radeon®'s three textures to composite the textures together to approximate an accumulation buffer. This allows the Radeon® to generate soft reflections of the objects in the tabletop.
RadeonSoftReflect
 
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Illustrates use cubic environment mapping, and environment mapped bump mapped soft reflections.
RadeonEMBMCubeSoftReflect
 
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Illustrates how to create blurry light glare for emissive scene objects.
RadeonLightGlare
 
Miscellaneous Techniques with DirectX® 7

 
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Illustrates the importance of range-based fog over traditional depth-based fog.
RadeonRangeFog
 
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Uses texture coordinate generation for both diffuse and specular terms. Renders the teapot using three textures in a single pass.
RadeonTeapotTexGen
 
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High polygon-count terrain renderer. Uses an octree database for run-time culling.
RadeonTerrainDemo
 
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Uses the Radeon®'s three-texture multitexturing for efficient rendering of caustics (light patterns caused underwater by light refracting at the surface of water).
RadeonUnderwater
 
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Demonstrates various forms of texture coordinate generation including fog mapping and environment mapping.
RadeonTexGen
 
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Uses multipass rendering and SetRenderTarget() to generate a soft shadow map.
RadeonSoftShadow
 
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Uses SetRenderTarget() to dynamically generate a shadow map. Applies the shadow map and a spotlight map in a single pass using projective texturing.
RadeonSpotlightShadow
 
DirectShow® Samples with DirectX® 7

 
The following samples were built on the basic Direct3D® sample framework that is provided with the. DirectX® 7 SDK. Certain elements have been added or changed to enhance functionality for some of the samples.
 
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Illustrates use of the texture coordinate generation via the texture matrix and texture projection. Also textures from a video stream for the projective texture.
RadeonProjectedVideo
 
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Textures from a video stream to simulate a fire burning.
RadeonVideoBillboard
 
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Textures from two video streams and uses 3D to render a variety of transition effects between the two streams.
RadeonVideoTransitionFx
 
For more DirectX® samples, see the RAGE 128™ SDK Samples.
 
OpenGL®
OpenGL® Samples
Having trouble?
  • End users, remember that these samples use glut, which requires that you have the glut32.dll in your /Windows/System or /WINNT/System32 directory.
  • Developers, make sure you know how to build the OpenGL® samples. Also, the tokens and prototypes required to utilize OpenGL® extensions are found in the glATI.h and wglATI.h headers, which you can feel free to use in your own applications.
 
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RadeonSimpleDOT3

Illustrates use of EXT_texture_env_dot3.
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RadeonCombine3SpecMap
Illustrates use of OpenGL extensions EXT_texture_env_combine3, ATIX_texture_env_route, EXT_texture_env_dot3, ATI_texture_mirror_once, ARB_texture_cube_map, and EXT_texture3D.
 
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Illustrates use of EXT_secondary_color
RadeonSecondaryColor
 
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Illustrates use of EXT_separate_specular_color
RadeonSeparateSpecular
 
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Illustrates use of EXT_fog_coord
RadeonFogCoord
 
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Illustrates use of EXT_texture_filter_anisotropic
RadeonAnisotropic
 
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Illustrates use of ATIX_texture_env_dot3, ATI_texture_mirror_once, ARB_texture_cube_map, and EXT_texture3D
RadeonDotProduct3
 
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Illustrates use of EXT_texture3D for medical volume visualization.
RadeonVolVis
 
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Illustrates use of ARB_texture_cube_map for cartoon rendering
RadeonCartoon
 
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Illustrates use of EXT_separate_specular_color.
RadeonSeparateSpecularII
 
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Illustrates use of EXT_texture3D.
RadeonVolumeTexture
 
For more OpenGL® samples, see the RAGE 128™ SDK Samples.
 
 
 


 



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