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Radeon™ Sample Code
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Overview

»DirectX® 8.1 Samples
»OpenGL® Samples

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 DirectX® 8.1 SDK.
 
DirectX® 8.1 Samples


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RadeonDynamicEMBM
Dynamic EMBM reflections
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RadeonFaceMorph
Uses DirectX® 8 Fixed-Function Tweening for Facial Animation
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RadeonDolphinTween
Uses DirectX® 8 Fixed-Function Tweening for keyframe interpolation
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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

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RadeonFrostedGlass
Illustrates use of multitexture and SetRenderTarget() to approximate accumulation buffer for rendering frosted glass.
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RadeonEMBMFrostedGlass
Illustrates environment mapped bump mapped and frosted glass.
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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.
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RadeonEMBMCubeSoftReflect
Illustrates use cubic environment mapping, and environment mapped bump mapped soft reflections.
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RadeonLightGlare
Illustrates how to create blurry light glare for emissive scene objects.
Miscellaneous Techniques with DirectX® 7

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RadeonRangeFog
Illustrates the importance of range-based fog over traditional depth-based fog.
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RadeonTeapotTexGen
Uses texture coordinate generation for both diffuse and specular terms. Renders the teapot using three textures in a single pass.
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RadeonTerrainDemo
High polygon-count terrain renderer. Uses an octree database for run-time culling.
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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).
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RadeonTexGen
Demonstrates various forms of texture coordinate generation including fog mapping and environment mapping.
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RadeonSoftShadow
Uses multipass rendering and SetRenderTarget() to generate a soft shadow map.
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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. DirectX® 7 SDK. Certain elements have been added or changed to enhance functionality for some of the samples.
 
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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.
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RadeonVideoBillboard
Textures from a video stream to simulate a fire burning.
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RadeonVideoTransitionFx
Textures from two video streams and uses 3D to render a variety of transition effects between the two streams.
  • » For more DirectX® samples, see the RAGE 128™ SDK Samples.

  • OpenGL® Samples

    Having trouble?
    • 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.
     
        Click to enlarge       RadeonSimpleDOT3
    Illustrates use ofEXT_texture_env_dot3.
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    RadeonCombine3SpecMap
    Illustrates use of OpenGL extensions EXT_texture_env_combine3, ATIX_texture_env_route, EXT_texture_env_dot3, ATI_texture_mirror_once, ARB_texture_cube_map, and EXT_texture3D.
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    RadeonSecondaryColor
    Illustrates use ofEXT_secondary_color
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    RadeonSeparateSpecular
    Illustrates use of EXT_separate_specular_color
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    RadeonFogCoord
    Illustrates use of EXT_fog_coord
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    RadeonAnisotropic
    Illustrates use ofEXT_texture_filter_anisotropic
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    RadeonDotProduct3
    Illustrates use ofATIX_texture_env_dot3,ATI_texture_mirror_once,ARB_texture_cube_map, andEXT_texture3D
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    RadeonVolVis
    Illustrates use ofEXT_texture3D for medical volume visualization.
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    RadeonCartoon
    Illustrates use ofARB_texture_cube_map for cartoon rendering
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    RadeonSeparateSpecularII
    Illustrates use ofEXT_separate_specular_color.
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    RadeonVolumeTexture
    Illustrates use of EXT_texture3D.
  • » For more OpenGL® samples, see the RAGE 128™ SDK Samples.