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 .
RadeonFaceMorph Uses DirectX® 8 Fixed-Function Tweening for Facial Animation
RadeonDolphinTween Uses DirectX® 8 Fixed-Function Tweening for keyframe interpolation
RadeonCubeVolViz 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.
Accumulation Buffer Techniques with DirectX® 7
RadeonFrostedGlass Illustrates use of multitexture and SetRenderTarget() to approximate accumulation buffer for rendering frosted glass.
RadeonSoftReflect 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.
RadeonEMBMCubeSoftReflect Illustrates use cubic environment mapping, and environment mapped bump mapped soft reflections.
RadeonLightGlare Illustrates how to create blurry light glare for emissive scene objects.
Miscellaneous Techniques with DirectX® 7
RadeonRangeFog Illustrates the importance of range-based fog over traditional depth-based fog.
RadeonTeapotTexGen Uses texture coordinate generation for both diffuse and specular terms. Renders the teapot using three textures in a single pass.
RadeonTerrainDemo High polygon-count terrain renderer. Uses an octree database for run-time culling.
RadeonUnderwater Uses the Radeon™ 's three-texture multitexturing for efficient rendering of caustics (light patterns caused underwater by light refracting at the surface of water).
RadeonTexGen Demonstrates various forms of texture coordinate generation including fog mapping and environment mapping.
RadeonSoftShadow Uses multipass rendering and SetRenderTarget() to generate a soft shadow map.
RadeonSpotlightShadow Uses SetRenderTarget() to dynamically generate a shadow map. Applies the shadow map and a spotlight map in a single pass using projective texturing.
DirectShow® Samples with DirectX® 7
The following samples were built on the basic Direct3D® sample framework that is provided with the Certain elements have been added or changed to enhance functionality for some of the samples.
RadeonProjectedVideo Illustrates use of the texture coordinate generation via the texture matrix and texture projection. Also textures from a video stream for the projective texture.
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 tobuild the OpenGL® samples. Also, the tokens and prototypes required to utilize OpenGL® extensions are found in theglATI.h and wglATI.h headers, which you can feel free to use in your own applications.