Demos that are made up of meshes. These include actors, terrains and freeforms.
Terrain Renderer
- Archipalego
- Advanced terrain renderer demo demonstrating the use of high resolution terrain textures
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- Multiple Height Data Sources With One Terrain
- Demonstrates a height data source that uses multiple grey scale bitmaps of different scales to create a terrain
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- Perlin Noise Generated Terrain
- Demontrates TGLPerlinHDS to create a mountain range on a terrain
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- Shaded Terrain
- Terrain with shadows
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- Shaded Terrain with Aerial Photograph
- Terrain with aerial photograph, shadows and detail. Using multiple passes when texturing
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- Synthetic terrain.
- Demonstrates using TGLCustomHDS as the terrain renderer height data source.
- Also demonstrates 1D textures
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Free Forms- Centering
- Demonstrates automatically centering a freeform using the freeform autocentering property
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- BSP
- Demonstrates loading a Quake III BSP map. Includes collision detection
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- Mushroom
- Uses a freeform to load a 3DStudio (.3DS) mesh and uses
- TGLProxyObject to duplicate the object.:
- Also has fog and a textured "ground"
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- OpenBSP
- Demonstrates OpenBSP map and also includes collision detection
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Actors- Actor
- Uses TGLActor object to load Quake II model (.md2) and:
- demonstrates animating an actor (morph animation).:
- Also displays an actor's frame names
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- Actor with two cameras
- Demonstrates an actor from a first person and third person perspective.
- Also demontrates moving a TGLActor (Quake II model with wepon) in a small scenery.:
- Has doom-like (keyboard only) movement, with walk/run, turn/strafe:
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- Quake 3 Actor
- Demonstrates a Quake 3 Actor
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- Skeletal
- Demonstrates 3 animations for a Half Life SMD actor
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- Subdivide
- Early mesh subdivision refinement demo using the meshutils subdividetriangles procedure.
- Note that MD2 format isn't really suited for refinement:
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Mesh Demos That Dont include Terrains and Actors
Constructive Solid Geometry
- The CSG system uses BSP to optimize what triangles it considers.:
- Features CSG_Union, CSG_Subtraction, CSG_Intersection.
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Ducky
- Loading NURBS into a GLScene Freeform/Actor object and then
- using the resolution slider to increase or decrease the models triangle count dynamically.
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Extrude polygon
- Cuts a hole in a polygon
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Feedback
- Uses TGLFeedback render mode to gather vertex information
- passed through the OpenGL render pipeline
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Formula
- Uses the TGLMesh object to plot a formula in 3D.
- Triangle and triangle-strip meshes are used to make regular, grid-based, height-fields meshes:
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Portal
- Uses TGLPortal to render indoor scenes with a
- basic wolfenstein-like "level designer" for generating the maze mesh:
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Tiles
- Illustrates the use of TGLTilePlane to render an area made of tiled textures placed in a grid
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Tree
- Demonstrates TGLTree with ability to change tree parameters on the form
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