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This demonstrates basic texturing facilities used in texturing world architecture. The room contains two boxes. Both boxes have their front faces textured by same texture (u/v coordinate axes), but with different parameters. |
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Here we test multiple texture layers and different blending modes. The three walls of this room have two textures each. First texture is always same as the base texture in all rooms, while the second is blended with a different mode each. |
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Left wall has the so called 'shade' mode. That is src*dst*2 (implemented as src*dst+dst*src). This mode is the most used mode for multilayered texturing, and is also used for lightmaps on most world polygons. |
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Front wall has its second texture alpha blended. |
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The right wall has its second texture added to the first texture. |
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Whole floor is a reflective surface. Additional user clip plane is used here. |
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Portals are similar to mirrors. Additional user clipping plane is used here too. |
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This is just a very light, yellow-orange haze, local to this room. Haze does not use OpenGL fog, but rather an additional rendering pass to apply custom fogging equation. |
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Vertical wall of greenish fog is splitting the room in the middle. Walk through it. Opposite side of the room should be unfogged too. The fog is limited to the middle of the room. Again, OpenGL fog is not used, this a separate rendering pass. |
Procedural textures are generated in host memory and uploaded each frame for animation. Pool in the middle of the room has water waves effect on the water surface polygon. In the left far corner there is a fire burning, you can examine it from close. In the right far corner is a lightning effect.
You can also examine animating water caustics effect by diving in the pool.
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Here you can test lens flares with reflections. Lens flares use z-buffer reading, and should smoothly dissapear when hidden behind a column. There are four columns in this room for testing that. |
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This test heavily stresses texture uploading facilities. There are three animating lights, and most shadow maps in the room are changed on every frame. |