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Optimise 2001 Intro 19 November 2001
Description : OpenGL, OpenAL, Demo, Game DevelopmentOptimize is South Africa’s demo scene that happens every year. This year its 23, 24 November and its held in Midrand. One of the other people attending the event made this cool background and when I saw it this image of metaballs on the one side just came to mind, so I released this intro. It was a 15 minute project, but the "environment" mapping sucks. At the time I didn’t know how to get the environment mapping working, but now I do. Wait for my demo to see some really cool environment mapped metaballs.

This little intro also plays a midi file for some background music. All the textures and the midi gets compiled into the EXE.

Use your arrow keys to scroll the text up and down.
Download : 384 KB (EXE and Source)
Perma Link: Optimise 2001 intro

Plasma 12 November 2001
Description : OpenGL, OpenAL, Demo, Game Development This program was originally pased on a old DOS program running at 320x200 writing directly to the video memory. To get it working in OpenGL I changed the code to write to the texture memory.
Using a combination of sine and cosine waves to setup the colors in a pixel array, these waves are created.
Download : 41 KB (EXE and Source)
Perma Link: Plasma

Chrome Face 30 October 2001
Description : OpenGL, OpenAL, Demo, Game Development This program uses spherical environment mapping and lighting on a face giving it a chrome look.
The face is a collection of vertices which I got from a 3DS file. Its compiled into a display list which provides very good performancy. Over 400fps on my machine. (Celeron 800 + Geforce)

Use you mouse to rotate and move the face.
"W" to put it into wireframe mode.
Download : 78 KB (EXE and Source and 3DS file)
Perma Link: Chrome face

Cell Shading 17 October 2001
Description : OpenGL, OpenAL, Demo, Game Development This is a Delphi port of NeHe's lesson 38. It shows you how to do basic cell shading also known as cartoon rendering.

You can get the tutorial at NeHe's site.

Keys :
- 1 : Toggle outline drawing
- 2 : Toggle outline anti-alaising (Smooth lines)
- Space : Toggle rotation
- Up Arrow : Increase line width
- Down Arrow : Decrease line width

Download : 44 KB (EXE and Source)
Perma Link: Cell shading

Radial Blur 15 October 2001
Description : OpenGL, OpenAL, Demo, Game Development, 3D Effects This program demonstrates how to do a radial blur, but rendering each frame to a texture and blending that texture with the original scene.
This is the Delphi conversion of the C source of Tutorial 37 from NeHe's site.
Download : 25 KB (EXE and Source)
Perma Link: Radial blur

Quake 3 Model Loader - App version 10 October 2001
Description : OpenGL, OpenAL, Demo, Game Development This program is designed to load and display the quake 3 model files (.MD3 files). It loads all model data, textures and animation sequences.

I have attached a MD3 file format article (don’t know the original author) incase you want to find out more about the file format.

Use your mouse to rotate and move the model in the window.
Download : 918 KB (EXE and Source)
Perma Link: Quake 3 Model Loader - App version

Quake 3 Model Loader 7 October 2001
Description : OpenGL, OpenAL, Quake 3, Game Development This program is designed to load and display the quake 3 model files (.MD3 files). It loads all model data, textures and animation sequences.

I have attached a MD3 file format article (don’t know the original author) incase you want to find out more about the file format.

Keys :
- A and S : Select next and previous Torso animation
- Z and X : Select next and previous Legs animation
- F : Enable/Disable text display for current frame
- W : Toggle wireframe / Textures drawing

Use you mouse to rotate the scene and move the model around.
Download : 842 KB (EXE and Source)
Perma Link: Quake 3 Model Loader

Skyboxes 3 October 2001
Description : OpenGL, OpenAL, Demo, Game Development Here is a basic implementation of skyboxes as used in games like quake, halflife and unreal. I am not sure if what I have here is the proper implementation, but it seems to work. I borrowed some textures from Halflife and put them onto different sides of a box. I also added some extra perspective to the scene to give it more depth and smoother movement.

Keys :
- Arrow keys : To rotate the scene
Download : 347 KB (EXE and Source)
Perma Link: Skyboxes

NURBS - Non-Uniform Rational B-Spline 9 September 2001
Description : OpenGL, OpenAL, 3D Modeling, Game Development Nurbs provide general and powerful descriptions of curves and surfaces and they can automatically handle adaptive subdivision that tessellates the domain into smaller triangles in regions of high curvature.

To see OpenGL nurbs in action, start up the application and enter wireframe mode by pressing "W". Control point sero will automatically be selected, so move it left (Left arrow key), and keep going so for a while. As you do this you will see the grid density increase, and at some point only the quarter with the control point will have a dense grid and the rest will revert to a very sparse grid.

Keys :
- 0..9 : To select the first 10 control points.
- Arrow keys : To move the control points left, right forward and backwards
- PgUp/PgDn : To move the control point up or down
- W : Toggle wireframe / shaded drawing
- L : Toggle the control lines on and off.
Download : 24 KB (EXE and Source)
Perma Link: NURBS - Non-Uniform Rational B-Spline

Water Ripples 3 September 2001
Description :

OpenGL, OpenAL, Demo, Game DevelopmentThis is a demo showing the effect of water drops falling into some water. I haven’t yet been able to test it on many machines, but on my machine it looks very real. I don’t know what will happen on faster machines. My machine = Cel 450 + GeForce.


Keys :
"H" - display the help screen
"W" - add/remove the floating wedge
"+/-" - increase and decreases the interval in which drops will fall.
"Space" - adds another drop to the water
Arrow keys - rotate the scene.

Download : 191 KB (EXE and Source)
Perma Link: Water ripples

Metaballs 18 August 2001
Description : This project uses the marching cubes algorithm to generate metaballs. This is mostly thanks to the article called Polygonising a scalar field put up by Paul Burke.

Keys :
- S : Enable/Disable smooth shading
- W : Toggle wireframe / shaded drawing
- +/- : increase/decrease the size of the grid. This affects the quality of the metaballs.
Download : 29 KB (EXE and Source)
Download : 153 KB (Metaballs using the SDL library. Delphi and Kylix code)
Perma Link: Metaballs


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