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 [...]
Entries from February 2008
Basic Multitexturing
February 12, 2008
BasicLight
February 12, 2008
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
February 12, 2008
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
February 12, 2008
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
BasicFont
February 12, 2008
Purpose
One of the first and most handy way to display state or status information back to the player is by printing text to the screen. We simply load a texture of our desired alphabet/font, then create a display list containing the letters.
Once we pass a string of text to render, we simply go through each [...]
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