Last couple of demos have been pixel shader only, so I thought I'd start with a non-shader one.
http://www.excess.eclipse.co.uk/3D_Example1.zip (4mb zip)

This one demonstrates, in no order,
Blending modes> Dot3x2,Dot3x4,Modx2
Lighting Modes:Per Pixel Tagent mapping(I.e Normal mapping.)
Rendering modes:direct Entity_Render() pipeline +wireframe mode(Controllable on a per entity basis, in vivid)
Loads a 3ds.
Entity creation:Controlled patches(The floor)
You can move the light by moving the mouse left and right.(it circles around. Not a very interactive demo.)
The door Model is by and (c) Dinko Pavicic.
-
Dinko is working on a whole level, so the demos to come will improve media wise.(I.e will be more than just a floor and a door.)
Demos to come include shader based normal mapping etc. The method shown here should work on any gl card capable of amplified dot3, as it's all done on the cpu.
http://www.excess.eclipse.co.uk/3D_Example1.zip (4mb zip)
This one demonstrates, in no order,
Blending modes> Dot3x2,Dot3x4,Modx2
Lighting Modes:Per Pixel Tagent mapping(I.e Normal mapping.)
Rendering modes:direct Entity_Render() pipeline +wireframe mode(Controllable on a per entity basis, in vivid)
Loads a 3ds.
Entity creation:Controlled patches(The floor)
You can move the light by moving the mouse left and right.(it circles around. Not a very interactive demo.)
The door Model is by and (c) Dinko Pavicic.
-
Dinko is working on a whole level, so the demos to come will improve media wise.(I.e will be more than just a floor and a door.)
Demos to come include shader based normal mapping etc. The method shown here should work on any gl card capable of amplified dot3, as it's all done on the cpu.