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Author:  DigiBen

This is the first font tutorial that allows you to display fonts with variable size and color (without 3D properties) on the screen using the Win32 and OpenGL font functions only.  No bitmap file(s) are required.

Functions Used:  glGenLists(), CreateFont(), SelectObject(), wglUseFontBitmaps(), glPushAttrib(), glMatrixMode(), glPushMatrix(), glLoadIdentity(), glViewport(), glRasterPos4f(), glPopMatrix(), glPopAttrib(), glListBase(), va_start(), vsprintf(), va_end(), glBegin(), glEnd(), SwapBuffers()

Download:  .NET


3D Fonts

Author:  DigiBen

The above tutorial, covered how to display fonts with 2D qualities. This tutorial will show you how to create 3D fonts that can be translated and rotated like every other object.  

Functions Used:  glGenLists(), CreateFont(), SelectObject(), wglUseFontOutlines(), va_start(), vsprintf(), va_end(), glTranslatef(), glListBase(), glPushAttrib(), glCallLists(), glPopAttrib(), glBegin(), glEnd(), SwapBuffers()

Download:  .NET


Bezier Curve

Author:  DigiBen

Shows how to draw a Bezier curve and have an "object" follow the Bezier curve.

Functions Used:  glEnable(), gluNewQuadric(), glPushMatrix(), glTranslatef(), gluSphere(), glPopMatrix(),  gluDeleteQuadric(), glClear(), glLoadIdentity(), gluLookAt(), glDisable(), glColor3ub(), glRotatef(), glLineWidth(), glBegin(), glEnd()

Download:  .NET

Ports:  SDL

 

Quaternions

Author:  DigiBen

This tutorial is an introduction into the crazy world of quaternions.  If you have never done anything with quaternions, you will be pleasantly surprised that you will now be able to understand what quaternions are for and how to use them.  This is the first part of a 2 part series.

Functions Used:  glEnable(), gluNewQuadric(), glTranslatef(), gluSphere(), gluDeleteQuadric(), glLoadIdentity(), gluLookAt(), glDisable(), glColor3ub(), glRotatef(), glLineWidth(), glBegin(), glEnd(), glMultMatrixf()

Download:  .NET

Ports:  SDL

 

Author:  DigiBen

In this tutorial we get a first glimpse of how to render terrain. A height map is a set of gray scale color values that determine "height."  Here we read in a height map from a .raw file.

You can download a 3DS Max exporter (by Alexandre Ribeiro de Sá ) which creates .Raw files used in this tutorial.  Download: .MS

Functions Used:  glColor3f(), glBegin(), glEnd(), glVertex3i(), glColor4f(), fopen(), fread(), fclose(), 

Download:  .NET

Ports:  SDL

 

Height Map 2

Author:  DigiBen

Working off of the previous height map tutorial, we apply a texture over the entire terrain.  The terrain is now rendered using triangle strips.  A fancy sky box is added for the effect as well.  Also, there is a tint of collision done with the camera and the terrain.  

Functions Used:  glBegin(), glEnd(), glVertex3i(), fopen(), fread(), fclose(), glBindTexture(), glTexCoord2f(), gluBuild2DMipmaps() 

Download:  .NET

Ports:  SDL

 

Height Map 3 (Detail Texturing)

Author:  DigiBen

Now that we know how to apply a texture to a terrain, this tutorial shows you how to tile a second texture on top of the first one to give the appearance of more detail.  This is called detail texturing, which can add a great deal of realism to a scene.  Multitexturing is used to achieve this neat effect.

Functions Used:  glBegin(), glEnd(), glVertex3i(), fopen(), fread(), fclose(), glBindTexture(), glMultiTexCoord2fARB(), glTexEnvi(), gluBuild2DMipmaps(), glMatrixMode(), glActiveTextureARB(), glScalef(), glLoadIdentity()

Download:  .NET

Ports:  SDL

 

Height Map 4 (Volumetric Fog)

Author:  DigiBen

Though volumetric fog isn't just for terrains, We thought it would make a fun way to see it in action.  The code is quite small to produce this effect, but it sure does make everything look "cool".  This uses the glFogCoordfEXT() extension from OpenGL to only require  one rendering pass.  If your card can't support this (voodoo brands maybe), just make it 2 passes and uses vertex colors.

Functions Used:  glBegin(), glEnd(), glVertex3i(), fopen(), fread(), fclose(), glBindTexture(), glMultiTexCoord2fARB(), glTexEnvi(), gluBuild2DMipmaps(), glMatrixMode(), glActiveTextureARB(), glScalef(), glLoadIdentity(), glFogCoordfEXT()

Download:  .NET

Ports:  SDL


Author:  DigiBen

This tutorial will show you how to load "objects" into an OpenGL application that are saved in a .3ds file format.

Functions Used:  fopen(), new, fread(), strlen(),  fclose(), delete, glBegin(), glEnd(), SwapBuffers(),
vector::push_back(), vector::clear()

Download:  .NET

Ports:  SDL


OBJ File Loader

Author:  DigiBen

Teaches you how to load "objects" into an OpenGL application that are saved in the .obj file format.

Functions/Methods Used:  fopen(), feof(), fgetc(), fgets(),  fscanf(), strcpy(),glBegin(), glEnd(), SwapBuffers(), vector::push_back(), vector::clear(), new, delete

Download:  .NET

Ports:  SDL


ASE File Loader

Author:  DigiBen

Teaches you how to load "objects" into an OpenGL application that are saved in the .ase file format.

Functions Used:  fopen(), fclose(), rewind(), feof(), fscanf(), strcmp(),  fgets(), glBegin(), glEnd(), SwapBuffers(), vector::push_back(), vector::clear(), new, delete

Download:  .NET

Ports:  SDL

 

 

MD2 File Loader

Author:  DigiBen

This teaches you how to load Quake2 .Md2 character models.  The next MD2 tutorial demonstrates the key frame animation stored in the file. 

Functions Used:  fopen(), fclose(), fread(), fseek(), strcpy(),  glBindTexture(), glBegin(), glEnd(),  glTexCoord2f(), glEnable() glVertex3f(), SwapBuffers(), vector::push_back(),  vector::clear(), new, delete

Download:  .NET

Ports:  SDL

 

 

MD3 File Loader

Author:  DigiBen

This teaches you how to load Quake3 .Md3 character models.  The next MD3 tutorial demonstrates the keyframe / bone animation stored in the file. 

Functions Used:  fopen(), fclose(), fread(), fseek(), ftell(), strcpy(), glBindTexture(), glBegin(), glEnd(),  glTexCoord2f(), glEnable(),
SwapBuffers(), gluLookAt(), glVertex3f(), glBindTexture(),  malloc(), free(),  glVertex3f(),  vector::push_back(),  vector::clear(), new, delete

Download:  .NET

Ports:  SDL

 

 

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