Demos
This page is meant to show off the best work from my graphics playground. Most of these demos will be build using a graphics framework called G3D. G3D is flexible, extensible and has the right balance for a graphics programmer like me to get down and mess around with the things that I like doing.
I have made some small modifications to the G3D framework that will be needed if you plan to compile & build source code yourself
You can download the latest branch here
Current version based on G3D 7.01.02 last updated on 11th Nov 2008
Download the Latest Framework
Ok the shiny stuff now
| 1. Vector textures It’s all clearer now |
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These days it is hard to come by a technique that is extremely flexible, produces very good results and doesn’t even need a shader.
The demo presented here is an implementation of notes from a SIGGRAPH Course by Valve. The paper describes methods to improve text rendering (or any vector shape) using very simple techniques that would work on a GPU that does not support shaders. If you read the notes from Valve you will realize you can implement a variety of effects quite easily. |
Before you download any of my code I recommend you read they notes
- My code might be the crappiest code you have seen. If you think so, be sure to let me know
- I do not have version numbers for my branch of the framework. As of now I don’t see the need for it. I use the G3D version number and date since the last sync up
- I’ll try my best to keep the framework backwards compatible. This means that all you really need is the latest framework and then even the oldest demo written on the oldest framework should work
- I’ll try to sync the code with the latest CVS copy of G3D as often as possible, but since this is a manual process, there will be times when I will fall back
- Code so far has been tested on Win32. I don’t know and don’t plan to support other platforms / compilers

