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- 06:13, 21 September 2017 Particle effect example (hist) [7,797 bytes] Corey (Talk | contribs) (Created page with "=== Particle effect example === ==== Details ==== A straightforward particle effect demonstration that uses the opengl renderer. ==== Screen shot ==== File:Firepit_particl...")
- 06:04, 18 September 2017 Software mode demo (hist) [6,938 bytes] Corey (Talk | contribs) (Created page with "=== Software mode demo === ==== Details ==== This is a bare minimum software renderer example... This is nothing fancy, but may be helpful for first time jPCT users or anybod...")
- 19:36, 17 September 2017 Terrain with foliage example (hist) [1,000 bytes] Corey (Talk | contribs) (Created page with "=== Terrain with foliage example === ==== Details ==== This is a terrain with a lot of foliage, lens flare, and sun. You can actually "paint" the splatting into a texture ins...")
- 13:21, 22 October 2016 Basic shadow mapping (hist) [5,811 bytes] Admin (Talk | contribs) (Created page with "This is a basic example of shadow mapping using jPCT-AE in OpenGL ES 2.0 mode and the ShadowHelper class. This example uses PCF filtering to smooth out the edges of the shadow...")
- 17:11, 13 July 2016 Instance Batch Rendering (hist) [28,308 bytes] Redman (Talk | contribs) (Created page with '== Overview == Instance Batch Rendering (IBR) is a name I dubbed for a lighter-weight method of handling and rendering multiple Object3D's of the same Mesh. Android applications…')