Oldest known version of this page was edited on 2006-11-09 20:54:06 by skinhat []
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Basic Demos
These basic demos are included in the GLScene library package. The purpose of these demo's is to show how to use the wide range of the GLScene library features.
The demos discussed here are all installed as part of the GLScene library.
Bench mark
Several demos to perform benchmarking on GLScene and assert performance progress.
Contains demos:
Canvas, Megacube, Megaglasscube, Smoking, Volcano and WhirlWind.
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Collisions
There are several ways to perform collision detection. This section contains several demos.
Contains demos like:
Boxed-in, Face vs face, Mesh hit, Octree, Raycast and Sphere.
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Extrusion
Extrusion and revolution solid components of GLScene. This section contains several demos.
Contains demos like:
Bendingcyl, CutoutStar, NutsnBolts, Pawn and Tentacles.
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Graph
3D graphs (For example z = f(x, y), dynamic surfaces). This section contains several demos.
Contains demos like:
fxy, Heightfield, Points, Projection and Splines.
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Interface
User-interface with GLScene such as camera movements and reacting to clicks and other mouse events.
Contains demos like:
Bmpfont, Camera, Cursor, Fadingintf, Font Color, GUI demo, GUI paint, Hf Pick, Pick, Stored Font and Winfont.
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Materials
Materials with shading, textures, materials effects, alpha blending and use of the GLScene materials library.
Contains demos like:
Cubemap, Customquad, Dyncubemap, Fire2d, MaterialScript, Mirror, Multimaterial, Multipass, Multitexture, Procedural, Procedural Clouds, Textanim, TexCombine, Texformat and Transparency.
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Meshes
Demos that are made up of meshes. These include actors, terrains and freeforms.
Contains demos like:
Actor, Actortwocam, Centering, CSG, Ducky, Expolygon, Feedback, Formula, Mushroom, Portal, Shadedterrain, Skeletal, Subdivide, Synthterr, Terrain, Tiles, Tree.
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Movements
Moving objects around. Includes basic animation techniques.
Contains demos like:
Column, Events, Hierarch, Manual, Objmove, Pointto and Pong.
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Physics
Physics with GLScene such as ODE.
Contains demos like:
Cloth Actor, Clothify, Furball, Machine, ODE Terrain and Simple.
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Rendering
Rendering options and features..
Contains demos like:
Basicsdl, Blur, Bunnybump, Celshading, Culling, Fog, Fullscreen, Invariance, Lining, Memviewer, Multiproxy, Octreedemo, Phong, Quadtreevisculling, Skybox and Tobitmap.
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SpecialFX
Special effects such as fog, fire, lightening.
Contains demos like:
Beer, Boom, Candles, Fire, MeshExplosion, Motionblur, PFX Gallery, ProjTextures, Shadow Plane, Shadows, Shadow Volumes, Spiral, Thor, Trail, Warping and Water plane.
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FireFX Demo
In this sample, a small sphere is thrusted upward (with a gravity-like deceleration) with a small fire trail, explodes (in one of two styles, isotropic or ring, chosen at random), and falls back followed by a smoke trail. The explosion takes place in 3D, to help you visualize it, hold the mouse button down and move around.
Two FireFXManager components are used, one for the fire, the other for the smoke. The explosion is triggered by calling IsotropicExplosion, which generates and "isotropic" population of particles that move away from the object position.
Note that to have trail effects, you must adjust the Reference property of a FireFX manager. It is unadjusted, the particles will not be "left behind", which is convenient for static fireplaces, but not for trials.

Camera Navigation
This sample illustrates basic user-driven camera movements. I'm using the GLScene built-in camera movement methods. The camera object is a child of its target dummy cube (this means that the camera is translated when its target is translate, which is good for flyover/scrolling movements). Movements in this sample are done by moving the mouse with a button pressed, left button will translate the dummy cube (and the camera), right button will rotate the camera around the target, shift+right will rotate the object in camera's axis. Mouse Wheel allows zooming in/out.

TGLSprite Demo
TSample showing use of TGLSprite for "caterpillar" effect. Several instances of TGLSprite are created in the FormCreate, all copied from Sprite2 which is used as template, then we move and resize them as they orbit a pulsating "star". Textures are loaded from a "flare1.bmp" file that is expected to be in the same directory as the compiled EXE.

Framerate independant motion
This form showcases runtime object creation and framerate independant motion. We start with an almost empty scene. The dummy cube is used as a convenient way to orient the camera (using its TargetObject property). Planes are programmatically added to the scene in FormCreate and spinned in the GLCadencer1Progress event.
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