Snippets This is a cookbook of code recipes for implementing a wide variety of tasks. The mini articles below on this page are for articles of a significant size. See The Big HOWTO and The Big HOWTO (II) for a large collection of miscellaneous, smaller samples. Samples from external sites go on the External Resources page. |
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Table of contents
Shaders
- : A Stencil Glow example for creating outlines
- : How to submit a shader
- : Step by step guide for setting up some very basic CG materials in Ogre
- : How to check for errors in CG code
- : Your first and easiest shader
- : A fade-to-dark effect
- : A hologram effect
- : This guide (concentrating on HLSL) will teach you what shaders are, how to understand them, and how to create your own.
- : A simple, everytime accurate per-pixel cg shader for Ogre, right out of box
- : Multipass and One-pass per-pixel lighting shaders
- : Shader in the Per-Pixel Lighting series
- : Tuneable parameters, feature-full, 1-pass, max 3 lights
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- : Normal/diffuse/AO/specular mapping
- : How to start on Shadows
- : How to implement depth shadow mapping in your own project as seen in the Shadows demo
- : How to implement a custom shadow technique
- : (PSSM) - A method for high-detail shadows
- : Offset/Bump with added ambient and optional lightmap
- : Basic underwater "depth" effect using the Ocean Shader
- : Demo of gpu-based volumetric lightshafts from GPUGems3
- : Adding some turbulence to your ribbon trails
- : Basic terrain shader with up to 8 splat textures
- : Say you have a shader effect that you simply want to render to a texture without using a compositor
- : Using HLSL in OGRE
- : A glow compositor method using 'Glow masks'
- : Combined normal mapping and hardware skinning
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- : Using lambert diffuse model and phong highlight specular.
- : Using lambert diffuse model and phong highlight specular
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- : Atmosphere shader as viewed from space
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Master Table Of Contents (TOC)
Alias: CodeSnippets, CodeSnippits