| View Image |
Description |
View Source |
|
abgr.jpg |
Demonstrates the use of the extension EXT_abgr.
The same image data is used for both ABGR and RGBA formats
in glDrawPixels and glTexImage2D. The left side uses ABGR,
the right side RGBA. The top polygon demonstrates use of texture,
and the bottom image is drawn with glDrawPixels.
Note that the textures are defined as 3 component, so the alpha
value is not used in applying the DECAL environment. |
abgr.c |
|
bitfont.jpg |
Example of using GLUT bitmap fonts. |
bitfont.c |
|
blender.jpg |
Renders two spinning icosahedrons (red and green).
The blending factors for the two icosahedrons vary sinusoidally
and slightly out of phase. blender also renders two lines of
text in a stroke font: one line antialiased, the other not. |
blender.c |
|
cube.jpg |
A simple red cube drawn with minimal OpenGL calls. |
cube.c |
|
dinoshade.jpg |
Example for PC game developers to show how to combine texturing,
reflections, and projected shadows all in real-time with OpenGL.
Robust reflections use stenciling. Robust projected shadows
use both stenciling and polygon offset. |
dinoshade.c |
|
dinospin.jpg |
Arcball like rotation of a chunky dinosaur. |
dinospin.c |
|
evaltest.jpg |
OpenGL evaluators simple example with lots of options. |
evaltest.c |
|
fogtst.jpg |
Demonstration program exhibiting fog techniques. |
fogtst.c |
|
fontdemo.jpg |
Bitmap and stroke fonts demonstration program. |
fontdemo.c |
|
glpuzzle.jpg |
3D puzzle that can solve itself automatically. |
glpuzzle.c |
|
glutplane.jpg |
OpenGL planes a plenty - add and subtract them. |
glutplane.c |
halomagic.jpg
halomagic1.jpg (dinosaur) |
Neat haloing effect using the stencil buffer. |
halomagic.c |
|
highlight.jpg |
This program demonstrates the use of the GL lighting model.
Objects are drawn using a grey material characteristic.
A single light source illuminates the objects. |
highlight.c |
|
lightlab.jpg |
Lighting laboratory to experiment with different material properties and lights. |
lightlab.c |
|
mjkwarp.jpg |
Texture warping example to show many texturing options of OpenGL. |
mjkwarp.c |
|
molehill.jpg |
Really, really shiny nurbs/evaluators example. |
molehill.c |
|
movelight.jpg |
This program demonstrates when to issue lighting and
transformation commands to render a model with a light
which is moved by a modeling transformation (rotate or
translate). The light position is reset after the modeling
transformation is called. The eye position does not change.
A sphere is drawn using a grey material characteristic.
A single light source illuminates the object.
Interaction: pressing the left or middle mouse button
alters the modeling transformation (x rotation) by 30 degrees.
The scene is then redrawn with the light in a new position. |
movelight.c |
|
oclip.jpg |
The main intent of this program is to demo the arbitrary
clipping functionality, hence the rendering is kept
simple (wireframe) and only one clipping plane is used. |
oclip.c |
|
ohidden.jpg |
The main intent of this program is to demo the stencil
plane functionality, hence the rendering is kept
simple (wireframe). |
ohidden.c |
olight.jpg
(motion)
olight1.jpg
(final image) |
OpenGL example showing how to do hardware lighting including
two-sided lighting. |
olight.c |
|
olympic.jpg |
Flyging olympic logo. Press spacebar to animate. |
olympic.c |
|
origami.jpg |
Origami folding example (paper airplane). |
origami.c |
|
sb2db.jpg |
This program demonstrates switching between single buffered
and double buffered windows when using GLUT. Use the pop-up menu to
change the buffering style used. On machine that split the screen's
color resolution in half when double buffering, you should notice better
coloration (less or no dithering) in single buffer mode (but flicker on
redraws, particularly when rotation is toggled on). |
sb2db.c |
|
reflectdino.jpg |
Very simple example of how to achieve reflections on a flat
surface using OpenGL blending. The example has a mode using
OpenGL stenciling to avoid drawing the reflection not on the top of the
floor. Initially, stenciling is not used so if you look (by holding
down the left mouse button and moving) at the dinosaur from "below"
the floor, you'll see a bogus dinosaur and appreciate how the basic
technique works. Enable stenciling with the popup menu and the
bogus dinosaur goes away! Also, notice that OpenGL lighting works
correctly with reflections. |
reflectdino.c |
|
scene.jpg |
This program demonstrates the use of the GL lighting model.
Objects are drawn using a grey material characteristic.
A single light source illuminates the objects. |
scene.c |
|
screendoor.jpg |
Demonstrates "screen door" transparency using
OpenGL's polygon stipple feature. |
screendoor.c |
scube.jpg (rgb)
scube1.jpg (olor index..) |
Spinning cube with dynamic shadow (runs in color index mode too!). |
scube.c |
|
simple.jpg |
Very simple example of how to draw a single triangle with OpenGL. |
simple.c |
|
sphere.jpg |
Multiple windows example with GLUT. |
sphere.c |
|
splatlogo.jpg |
Fun with bitmaps (and pixel transfer maps) in OpenGL. |
splatlogo.c |
|
spots.jpg |
Excellent spotlight example showing direction of lights too. |
spots.c |
|
stars.jpg |
Stars example program with turbo and crazy mode. |
stars.c |
|
stenciltst.jpg |
An example of how to use the stencil test. |
stenciltst.c |
|
stroke.jpg |
Stroke fonts using GLUT (antialiased). |
stroke.c |
|
subwin.jpg |
Subwindows with GLUT - each gets its own color. |
subwin.c |
|
surfgrid.jpg |
A surface with the grid that it is defined by highlighted. |
surfgrid.c |
|
triselect.jpg |
Triangle selection program. Click on the triangles to change their color. |
triselect.c |