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Archive for February 12th, 2008


Basic VertexArray

Purpose

This sample is a demonstration of using VertexArrays within your scene. It’s yet another mechanism provided by OpenGL to speed up rendering objects in your game world. Instead of feeding the vertices into the pipeline “by hand” you’re caching them.

Download

Download the project files here: PeonSDK-BasicVertexArray

Basic Multitexturing

Purpose

This sample demonstrates how to use multitexturing in your scene. In the past, to render a scorch mark on a wall, or maybe some brains exploding, you had to first set one texture, render the object, then set the other texture, render, and repeat. With the multitexturing capabilities of OpenGL, you can set multiple textures at once, which feed into the final output for the scene.

Downloads

Download the project files here: PeonSDK-BasicMultitexturing

BasicLight

Purpose

This sample demonstrates how to use OpenGL’s basic lighting in your scene. It’s all done by the hardware, you just need to position the light along with defining how that light source interacts with any object in your game world. OpenGL will do the rest.

Download

Download the project files here: PeonSDK-BasicLight

BasicBlending

Purpose

This sample demonstrates how to use the handy dandy alpha blending capabilites of OpenGL. This allows you to create transparency effects within your scene, which steps up the “Cool Factor”.

Download

Download the project files here: PeonSDK-BasicBlending

BasicTexture

Description

This sample demonstrates how to load and render a simple texture to a quad. A texture is like a “skin” of a 2D image that’s wrapped around a 3D object in your game world. It’s a cheap and easy way of providing realistic and snazzy looking objects.

Download

Download the project files here: PeonSDK-BasicTexture