- Radeon® Sample Code
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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.
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DirectX® 8.1 Samples
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 RadeonDynamicEMBM
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Dynamic EMBM reflections
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 RadeonFaceMorph
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Uses DirectX® 8 Fixed-Function Tweening for Facial Animation
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 RadeonDolphinTween
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Uses DirectX® 8 Fixed-Function Tweening for keyframe interpolation
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 RadeonCubeVolViz
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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.
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Accumulation Buffer Techniques with DirectX® 7
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Illustrates use of multitexture and SetRenderTarget() to approximate accumulation buffer for rendering frosted glass.
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RadeonFrostedGlass
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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.
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RadeonSoftReflect
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Illustrates how to create blurry light glare for emissive scene objects.
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RadeonLightGlare
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Miscellaneous Techniques with DirectX® 7
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Illustrates the importance of range-based fog over traditional depth-based fog.
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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.
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RadeonTeapotTexGen
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High polygon-count terrain renderer. Uses an octree database for run-time culling.
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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).
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RadeonUnderwater
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Demonstrates various forms of texture coordinate generation including fog mapping and environment mapping.
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RadeonTexGen
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Uses multipass rendering and SetRenderTarget() to generate a soft shadow map.
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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.
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RadeonSpotlightShadow
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DirectShow® Samples with DirectX® 7
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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.
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RadeonProjectedVideo
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Textures from two video streams and uses 3D to render a variety of transition effects between the two streams.
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RadeonVideoTransitionFx
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For more DirectX® samples, see the RAGE 128™ SDK Samples.
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OpenGL®
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OpenGL® Samples
- Having trouble?
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- 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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For more OpenGL® samples, see the RAGE 128™ SDK Samples.
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