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📁 delphi 最好的3D控件GLScene_Demos
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<p class="MsoPlainText"><font size="4" face="Courier New"><b>Specials/FX&nbsp;:</b></font></p>

<ul>
    <li><a href="boom/boom.dpr"><b>boom</b></a><b>&nbsp;:</b><ul>
            <li>using FireFX for fire/smoke trails and particle-based
                explosions</li>
            <li>isotropic and ring (3D) explosions</li>
        </ul>
    </li>
    <li><a href="candles/candles.dpr"><b>candles</b></a><b>&nbsp;:</b><ul>
            <li>a revolution-solid &quot;birthday cake&quot; with
                three candles (FireFX)</li>
            <li>simulating wind with FireDir</li>
        </ul>
    </li>
    <li><a href="fire/fire.dpr"><b>fire</b></a><b>&nbsp;:</b><ul>
            <li>sample for FireFX, the burning fire effect (particle
                based)</li>
            <li>a small sphere burns while a torus spins around
                it</li>
        </ul>
    </li>
    <li><a href="spiral/spiral.dpr"><b>spiral</b></a><b>&nbsp;:</b><ul>
            <li>sample for ParticleFX, two multi-colored particle systems 
		in the same scene</li>
            <li>using the FullScreenViewer for full-screen rendering</li>
        </ul>
    </li>
    <li><a href="motionblur/motionblur.dpr"><b>motionblur</b></a><b>&nbsp;:</b><ul>
            <li>simple full-scene motion blur example</li>
            <li>using the Buffer.CopyToTexture function</li>
        </ul>
    </li>
    <li><a href="shadowplane/shadowplane.dpr"><b>shadowplane</b></a><b>&nbsp;:</b><ul>
            <li>simple projective shadows using the ShadowPlane component</li>
            <li>higher quality plane lighting through plane tiling</li>
        </ul>
    </li>
    <li><a href="shadowvolumes/shadowvolumes.dpr"><b>shadowvolumes</b></a><b>&nbsp;:</b><ul>
            <li>rendering shadows with the ShadowVolume component</li>
            <li>experimenting with ShadowVolume modes and options</li>
        </ul>
    </li>
    <li><a href="shadows/shadows.dpr"><b>shadows</b></a><b>&nbsp;:</b><ul>
            <li>dynamic shadow casting using zBuffer-based shadow maps</li>
            <li>using GLzBuffer, adjusting shadow map properties</li>
        </ul>
    </li>
    <li><a href="thor/thor.dpr"><b>thor</b></a><b>&nbsp;:</b><ul>
            <li>using ThorFX for simulated electric arcs</li>
            <li>allows experimenting with wilderness, vibrate and other parameters</li>
        </ul>
    </li>
    <li><a href="warping/warping.dpr"><b>warping</b></a><b>&nbsp;:</b><ul>
            <li>warping images with the hep of a THeightField</li>
            <li>working with the camera in 1:1 orthogonal mode, saving viewer content to a file</li>
        </ul>
    </li>
    <li><a href="meshexplosion/meshexplosion.dpr"><b>meshexplosion</b></a><b>&nbsp;:</b><ul>
            <li>exploding a mesh in its many triangles</li>
            <li>using ExplosionFX to explode a simple 3DS mesh</li>
        </ul>
    </li>
</ul>

<p><a href="..\demos.htm">Back</a></p>
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