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OpenGL examples
#16
Tired of the dice? Do you feel like you're in the construction industry yet in this thread? Always cube in this thread? With the dice forever and never otherwise? Smile

So here is something nice and actually also useful. The stars rotate around the center and fall in the middle of the screen (first program). What is useful about it? Rotate a 2D texture so that the user cannot see its side. If it wasn't, to use the W and S keys to tilt the scene, you'd see the stars as a single pixel object. However, thanks to the tilting, they always remain tilted towards the viewer.
Use the A and D keys to zoom in and out, and use the T key to turn the twinkle effect on and off.

The second program follows. It is a modification of the previous program, it creates a different, also nice effect, and I will not put it here on the photo, so you can try it too.

Both this source code need attached JPG file as texture (other images returns not so nice effects) it is free downloaded image.


Source Code A:

Code: (Select All)
Declare CustomType Library
    Sub gluBuild2DMipmaps ( BYVAL Target As _Unsigned Long, BYVAL iFormat As Long, BYVAL Wdth As Long, BYVAL Hght As Long, BYVAL format As _Unsigned Long, BYVAL typ As _Unsigned Long, BYVAL dat As _Offset)
End Declare


Type GL_Loader
    PointerGL As Long
    TextureName As String
    Filtering As _Unsigned _Byte
End Type
ReDim Shared GLL(0) As GL_Loader, t As Long
Dim Shared GL_InitInfo As _Byte
Dim Shared ExitSignal As _Byte


_Title "Stars in space"
Screen _NewImage(1024, 768, 32)

Const num = 50
Type Stars
    As _Unsigned _Byte R, G, B
    As Double Dist
    As Single Angle
End Type
Dim Shared Star(num) As Stars
Dim Shared Zoom, Tilt, Twinkle
Zoom = -15
Tilt = 90F
Twinkle = 0


Do
    i$ = InKey$
    Select Case UCase$(i$)
        Case "T"
            If TwinkleTimer < Timer Then
                Twinkle = Not Twinkle
                LightTimer = Timer + .5
            End If
        Case "W"
            Tilt = Tilt - 0.5

        Case "S"
            Tilt = Tilt + 0.5
        Case "A"
            Zoom = Zoom - .2
        Case "D"
            Zoom = Zoom + .2
    End Select

    If ExitSignal Then System
    _Limit 50
Loop



Sub _GL ()
    Static L
    Texture = LoadTexture("Star.jpg", 0)
    _PrintString (20, 20), "Use: A/D for zoom, W/S for shift, T for Twinkle effect."
    Init2
    GL_Init

    _glClear _GL_COLOR_BUFFER_BIT And _GL_DEPTH_BUFFER_BIT 'Clear screen and depth buffer


    _glMatrixMode _GL_PROJECTION '                          Set projection matrix  - TRY comment this five rows and then run it. Black screen occur. For view just something then must be depth set to -1 (Z parameter in _glTranslateF)
    _glLoadIdentity '();// Reset matice
    _gluPerspective 45.0F, _Width / _Height, 0.1F, 100.0F ' Perspective calculation
    _glMatrixMode _GL_MODELVIEW '                           set modelview matrix

    _glBindTexture _GL_TEXTURE_2D, Texture
    For L = 1 To num
        _glLoadIdentity
        _glTranslatef 0.0, 0.0, Zoom 'shift to srreen by zoom
        _glRotatef Tilt, 1.0F, 0.0F, 0.0F 'tilted view
        'ted pohneme hvezdou
        _glRotatef Star(L).Angle, 0.0F, 1.0F, 0.0F 'rotation by angle this star
        _glTranslatef Star(L).Dist, 0.0F, 0.0F 'shift forward in X axis
        'rotate it back for case you see to it from side               (this process can be used in 3D World for roating 2D characters to player - as in first Wolfenstein3D)
        _glRotatef -Star(L).Angle, 0.0F, 1.0F, 0.0F 'rotating back
        _glRotatef -Tilt, 1.0F, 0.0F, 0.0F 'tilt back - first we turn around on each star, perform an action and then turn back, because otherwise it will very easily happen that the X axis will become the Z axis and so on.

        If Twinkle Then 'if is enabled twinkle effect, use also color previous star
            _glColor4ub Star(L - 1).R, Star(L - 1).G, Star(L - 1).B, 255 'this color function has value from to 255, it is R,G,B,A
            _glBegin _GL_QUADS
            _glTexCoord2f 0.0F, 0.0F: _glVertex3f -1.0F, -1.0F, 0.0F
            _glTexCoord2f 1.0F, 0.0F: _glVertex3f 1.0F, -1.0F, 0.0F
            _glTexCoord2f 1.0F, 1.0F: _glVertex3f 1.0F, 1.0F, 0.0F
            _glTexCoord2f 0.0F, 1.0F: _glVertex3f -1.0F, 1.0F, 0.0F

            _glEnd
        End If

        'Now we will draw the main star. The only difference from the previous code is that this star is rotated around the z-axis and has a different color (see indexes)

        _glRotatef spin, 0.0F, 0.0F, 1.0F
        _glColor4ub Star(L).R, Star(L).G, Star(L).B, 255
        _glBegin _GL_QUADS

        _glTexCoord2f 0.0F, 0.0F: _glVertex3f -1.0F, -1.0F, 0.0F
        _glTexCoord2f 1.0F, 0.0F: _glVertex3f 1.0F, -1.0F, 0.0F
        _glTexCoord2f 1.0F, 1.0F: _glVertex3f 1.0F, 1.0F, 0.0F
        _glTexCoord2f 0.0F, 1.0F: _glVertex3f -1.0F, 1.0F, 0.0F
        _glEnd

        'We rotate the star by increasing the value of the spin variable. Then we change the angle of each star by loop/num. This means that more distant stars rotate faster.
        'Finally, we reduce the distance of the star from the center, so it looks like they are being sucked into the center.

        spin = spin + 0.01F 'rotation of the stars
        Star(L).Angle = Star(L).Angle + (L / num) 'Star angle increase
        Star(L).Dist = Star(L).Dist - 0.01F 'Change the distance of the star from the center

        'We check if the star has reached the center. If it does, it gets a new color and is moved 5 units from the center, so it can start its journey again as a new star.

        If Star(L).Dist < 0.0F Then 'star is in middle
            Star(L).Dist = Star(L).Dist + 5.0F 'new position
            Star(L).R = Rnd * 255 'new color
            Star(L).G = Rnd * 255 'new color
            Star(L).B = Rnd * 255 'new color
        End If
    Next


    If _Exit Then
        DeleteTexture t 'if program end, first free texture from memory, then exit from GL and return to main loop
        _glClear _GL_COLOR_BUFFER_BIT
        ExitSignal = Not 0
        Exit Sub
    End If

End Sub

Sub GL_Init
    If GL_InitInfo = 0 Then
        _glViewport 0, 0, _Width, _Height
        GL_InitInfo = 1
    End If
End Sub

Sub Init2
    _glEnable _GL_TEXTURE_2D 'allow texture maping
    _glClearColor 0.0, 0.0, 0.0, 0.5 'Black background
    _glClearDepth 1.0F '       depth buffer settings
    _glHint _GL_PERSPECTIVE_CORRECTION_HINT, _GL_NICEST ' best perspective projection
    _glBlendFunc _GL_SRC_ALPHA, _GL_ONE 'blending type for transparency
    _glEnable _GL_BLEND 'enable blending


    If GL_InitInfo = 0 Then
        For L = 1 To num
            Star(L).Angle = 360 / num * L
            Star(L).Dist = (L / num) * 5
            Star(L).R = 1 + Rnd * 255
            Star(L).G = 1 + Rnd * 255
            Star(L).B = 1 + Rnd * 255
        Next L
    End If
End Sub

Sub DeleteTexture (nr As Long)
    For P = LBound(GLL) To UBound(GLL)
        If GLL(P).PointerGL = nr Then
            Dim DEL As Long
            DEL = GLL(P).PointerGL
            _glDeleteTextures 1, _Offset(DEL)
            Exit Sub
        End If
    Next
End Sub


Function LoadTexture (image As String, Filter As _Unsigned _Byte)
    If GL_InitInfo = 0 Then GL_Init
    If _FileExists(image) Then
        TT = 0
        Do Until TT = UBound(GLL)
            If GLL(TT).TextureName = image$ And GLL(TT).Filtering = Filter Then
                LoadTexture = GLL(TT).PointerGL 'prevent memory leak loading next and next texture again and angain...
                Exit Function
            End If
            TT = TT + 1
        Loop

        tex& = _LoadImage(image$, 32)
        _ClearColor _RGB32(255, 255, 0), tex&
        texinv& = _NewImage(_Width(tex&), _Height(tex&), 32)

        _PutImage (0, _Height(tex&))-(_Width(tex&), 0), tex&, texinv&

        ni& = _CopyImage(texinv&, 32)

        Dim Texture As _Unsigned Long
        _glGenTextures 1, _Offset(Texture) 'generate our texture handle    (reserve place in memory for new texture)
        _glBindTexture _GL_TEXTURE_2D, Texture 'select our texture handle  (set this texture for use)

        Dim m As _MEM
        m = _MemImage(texinv&)

        Dim n As _MEM
        n = _MemImage(ni&)

        Select Case Filter
            Case -1
                'set our texture wrapping
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_WRAP_S, _GL_REPEAT
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_WRAP_T, _GL_REPEAT
            Case 0
                'set out texture filtering
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MAG_FILTER, _GL_NEAREST 'for scaling up
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MIN_FILTER, _GL_NEAREST 'for scaling down
            Case 1
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MAG_FILTER, _GL_LINEAR 'for scaling up
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MIN_FILTER, _GL_LINEAR 'for scaling down
            Case 2 'works....not sure, if this output is correct

                'gluBuild2DMipmaps(GL_TEXTURE_2D, pic->bpp/8, pic->width, pic->height, textureType, GL_UNSIGNED_BYTE, pic->data);


                gluBuild2DMipmaps _GL_TEXTURE_2D, 4, _Width(ni&), _Height(ni&), _GL_RGB, _GL_UNSIGNED_BYTE, _Offset(Texture)
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MAG_FILTER, _GL_LINEAR_MIPMAP_NEAREST 'for scaling up
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MIN_FILTER, _GL_LINEAR '  IF IS USED _GL_LINEAR_MIMAP_NEAREST here, program crash. Is it correct?    -?-
                '


                _glTexImage2D _GL_TEXTURE_2D, 0, _GL_RGB, _Width(ni&), _Height(ni&), 0, _GL_BGRA_EXT, _GL_UNSIGNED_BYTE, n.OFFSET

                _FreeImage tex&
                _MemFree n
                '_FreeImage ni&
                GoTo saveit

                'gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);

        End Select

        _FreeImage tex&
        _glTexImage2D _GL_TEXTURE_2D, 0, _GL_RGB, _Width(texinv&), _Height(texinv&), 0, _GL_BGRA_EXT, _GL_UNSIGNED_BYTE, m.OFFSET

        saveit:
        U = UBound(GLL)
        GLL(U).PointerGL = Texture
        GLL(U).TextureName = image
        GLL(U).Filtering = Filter
        ReDim _Preserve GLL(U + 1) As GL_Loader

        _MemFree m

    Else
        Print "LoadTexture Error: "; image$; " - file not found."
    End If
    LoadTexture = Texture
End Function


Source code B: (better effects Smile )

Code: (Select All)
Declare CustomType Library
    Sub gluBuild2DMipmaps (BYVAL Target As _Unsigned Long, BYVAL iFormat As Long, BYVAL Wdth As Long, BYVAL Hght As Long, BYVAL format As _Unsigned Long, BYVAL typ As _Unsigned Long, BYVAL dat As _Offset)
End Declare


Type GL_Loader
    PointerGL As Long
    TextureName As String
    Filtering As _Unsigned _Byte
End Type
ReDim Shared GLL(0) As GL_Loader, t As Long
Dim Shared GL_InitInfo As _Byte
Dim Shared ExitSignal As _Byte


_Title "Stars in space"
Screen _NewImage(1024, 768, 32)

Const num = 50
Type Stars
    As _Unsigned _Byte R, G, B
    As Double Dist
    As Single Angle
End Type
Dim Shared Star(num) As Stars
Dim Shared Zoom, Tilt, Twinkle
Zoom = -15
Tilt = 90F
Twinkle = 0




'pod timto je puvodni--
Do
    i$ = InKey$
    Select Case UCase$(i$)
        Case "T"
            If TwinkleTimer < Timer Then
                Twinkle = Not Twinkle
                LightTimer = Timer + .5
            End If
        Case "W"
            Tilt = Tilt - 0.5

        Case "S"
            Tilt = Tilt + 0.5
        Case "A"
            Zoom = Zoom - .2
        Case "D"
            Zoom = Zoom + .2
    End Select

    If ExitSignal Then System
    _Limit 50
Loop



Sub _GL ()
    Static L
    Texture = LoadTexture("Star.jpg", 0)
    _PrintString (20, 20), "Use: A/D for zoom, W/S for shift, T for Twinkle effect."
    Init2
    GL_Init

    _glClear _GL_COLOR_BUFFER_BIT And _GL_DEPTH_BUFFER_BIT 'Clear screen and depth buffer


    _glMatrixMode _GL_PROJECTION '                          Set projection matrix  - TRY comment this five rows and then run it. Black screen occur. For view just something then must be depth set to -1 (Z parameter in _glTranslateF)
    _glLoadIdentity '();// Reset matice
    _gluPerspective 45.0F, _Width / _Height, 0.1F, 100.0F ' Perspective calculation
    _glMatrixMode _GL_MODELVIEW '                           set modelview matrix

    _glBindTexture _GL_TEXTURE_2D, Texture
    For L = 1 To num
        _glLoadIdentity
        _glTranslatef 0.0, 0.0, Zoom 'shift to srreen by zoom
        _glRotatef Tilt, 1.0F, 0.0F, 0.0F 'tilted view
        'ted pohneme hvezdou
        _glRotatef Star(L).Angle, 0.0F, 1.0F, 0.0F 'rotation by angle this star
        _glTranslatef Star(L).Dist, 0.0F, 0.0F 'shift forward in X axis
        'rotate it back for case you see to it from side               (this process can be used in 3D World for roating 2D characters to player - as in first Wolfenstein3D)
        _glRotatef -Star(L).Angle, 0.0F, 1.0F, 0.0F 'rotating back
        _glRotatef -Tilt, 1.0F, 0.0F, 0.0F 'tilt back - first we turn around on each star, perform an action and then turn back, because otherwise it will very easily happen that the X axis will become the Z axis and so on.

        If Twinkle Then 'if is enabled twinkle effect, use also color previous star
            _glColor4ub Star(L - 1).R, Star(L - 1).G, Star(L - 1).B, 255 'this color function has value from to 255, it is R,G,B,A
            _glBegin _GL_QUADS
            _glTexCoord2f 0.0F, 0.0F: _glVertex3f -1.0F, -1.0F, 0.0F
            _glTexCoord2f 1.0F, 0.0F: _glVertex3f 1.0F, -1.0F, 0.0F
            _glTexCoord2f 1.0F, 1.0F: _glVertex3f 1.0F, 1.0F, 0.0F
            _glTexCoord2f 0.0F, 1.0F: _glVertex3f -1.0F, 1.0F, 0.0F

            _glEnd
        End If

        'Now we will draw the main star. The only difference from the previous code is that this star is rotated around the z-axis and has a different color (see indexes)

        _glRotatef spin, 0.0F, 0.0F, 1.0F
        _glColor4ub Star(L).R, Star(L).G, Star(L).B, 255
        _glBegin _GL_QUADS

        _glTexCoord2f 0.0F, 0.0F: _glVertex3f -1.0F, -1.0F, 0.0F
        _glTexCoord2f 1.0F, 0.0F: _glVertex3f 1.0F, -1.0F, 0.0F
        _glTexCoord2f 1.0F, 1.0F: _glVertex3f 1.0F, 1.0F, 0.0F
        _glTexCoord2f 0.0F, 1.0F: _glVertex3f -1.0F, 1.0F, 0.0F
        _glEnd

        'We rotate the star by increasing the value of the spin variable. Then we change the angle of each star by loop/num. This means that more distant stars rotate faster.
        'Finally, we reduce the distance of the star from the center, so it looks like they are being sucked into the center.

        spin = spin + 0.001F 'rotation of the stars
        Star(L).Angle = Star(L).Angle + (L / num) 'Star angle increase
        Star(L).Dist = Star(L).Dist - spin '0.01F 'Change the distance of the star from the center

        'We check if the star has reached the center. If it does, it gets a new color and is moved 5 units from the center, so it can start its journey again as a new star.

        If Star(L).Dist < 0.0F Then 'star is in middle
            Star(L).Dist = Star(L).Dist + 5.0F 'new position
            Star(L).R = Rnd * 255 'new color
            Star(L).G = Rnd * 255 'new color
            Star(L).B = Rnd * 255 'new color
        End If
    Next


    If _Exit Then
        DeleteTexture t 'if program end, first free texture from memory, then exit from GL and return to main loop
        _glClear _GL_COLOR_BUFFER_BIT
        ExitSignal = Not 0
        Exit Sub
    End If

End Sub

Sub GL_Init
    If GL_InitInfo = 0 Then
        _glViewport 0, 0, _Width, _Height
        GL_InitInfo = 1
    End If
End Sub

Sub Init2
    _glEnable _GL_TEXTURE_2D 'allow texture maping
    _glClearColor 0.0, 0.0, 0.0, 0.5 'Black background
    _glClearDepth 1.0F '       depth buffer settings
    _glHint _GL_PERSPECTIVE_CORRECTION_HINT, _GL_NICEST ' best perspective projection
    _glBlendFunc _GL_SRC_ALPHA, _GL_ONE ');// Typ blendingu pro průhlednost
    _glEnable _GL_BLEND ');// Zapne blending


    If GL_InitInfo = 0 Then
        For L = 1 To num
            Star(L).Angle = 360 / num * L
            Star(L).Dist = (L / num) * 5
            Star(L).R = 1 + Rnd * 255
            Star(L).G = 1 + Rnd * 255
            Star(L).B = 1 + Rnd * 255
        Next L
    End If
End Sub

Sub DeleteTexture (nr As Long)
    For P = LBound(GLL) To UBound(GLL)
        If GLL(P).PointerGL = nr Then
            Dim DEL As Long
            DEL = GLL(P).PointerGL
            _glDeleteTextures 1, _Offset(DEL)
            Exit Sub
        End If
    Next
End Sub


Function LoadTexture (image As String, Filter As _Unsigned _Byte)
    If GL_InitInfo = 0 Then GL_Init
    If _FileExists(image) Then
        TT = 0
        Do Until TT = UBound(GLL)
            If GLL(TT).TextureName = image$ And GLL(TT).Filtering = Filter Then
                LoadTexture = GLL(TT).PointerGL 'prevent memory leak loading next and next texture again and angain...
                Exit Function
            End If
            TT = TT + 1
        Loop

        tex& = _LoadImage(image$, 32)
        _ClearColor _RGB32(255, 255, 0), tex&
        texinv& = _NewImage(_Width(tex&), _Height(tex&), 32)

        _PutImage (0, _Height(tex&))-(_Width(tex&), 0), tex&, texinv&

        ni& = _CopyImage(texinv&, 32) '_NewImage(32, 32, 32)

        Dim Texture As _Unsigned Long
        _glGenTextures 1, _Offset(Texture) 'generate our texture handle    (reserve place in memory for new texture)
        _glBindTexture _GL_TEXTURE_2D, Texture 'select our texture handle  (set this texture for use)

        Dim m As _MEM
        m = _MemImage(texinv&)

        Dim n As _MEM
        n = _MemImage(ni&)

        Select Case Filter
            Case -1
                'set our texture wrapping
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_WRAP_S, _GL_REPEAT
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_WRAP_T, _GL_REPEAT
            Case 0
                'set out texture filtering
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MAG_FILTER, _GL_NEAREST 'for scaling up
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MIN_FILTER, _GL_NEAREST 'for scaling down
            Case 1
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MAG_FILTER, _GL_LINEAR 'for scaling up
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MIN_FILTER, _GL_LINEAR 'for scaling down
            Case 2 'works....not sure, if this output is correct

                'gluBuild2DMipmaps(GL_TEXTURE_2D, pic->bpp/8, pic->width, pic->height, textureType, GL_UNSIGNED_BYTE, pic->data);


                gluBuild2DMipmaps _GL_TEXTURE_2D, 4, _Width(ni&), _Height(ni&), _GL_RGB, _GL_UNSIGNED_BYTE, _Offset(Texture)
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MAG_FILTER, _GL_LINEAR_MIPMAP_NEAREST 'for scaling up
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MIN_FILTER, _GL_LINEAR '  IF IS USED _GL_LINEAR_MIMAP_NEAREST here, program crash. Is it correct?    -?-
                '


                _glTexImage2D _GL_TEXTURE_2D, 0, _GL_RGB, _Width(ni&), _Height(ni&), 0, _GL_BGRA_EXT, _GL_UNSIGNED_BYTE, n.OFFSET

                _FreeImage tex&
                _MemFree n
                '_FreeImage ni&
                GoTo saveit

                'gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);

        End Select

        _FreeImage tex&
        _glTexImage2D _GL_TEXTURE_2D, 0, _GL_RGB, _Width(texinv&), _Height(texinv&), 0, _GL_BGRA_EXT, _GL_UNSIGNED_BYTE, m.OFFSET

        saveit:
        U = UBound(GLL)
        GLL(U).PointerGL = Texture
        GLL(U).TextureName = image
        GLL(U).Filtering = Filter
        ReDim _Preserve GLL(U + 1) As GL_Loader

        _MemFree m

    Else
        Print "LoadTexture Error: "; image$; " - file not found."
    End If
    LoadTexture = Texture
End Function

Both need file Star.jpg (it is used as texture)

[Image: star.jpg]

First program output:

[Image: OGL8.png]

Second - try yourself.... Smile


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Messages In This Thread
OpenGL examples - by Petr - 03-25-2023, 04:01 PM
RE: OpenGL examples - by AshishKingdom - 03-25-2023, 09:46 PM
RE: OpenGL examples - by mnrvovrfc - 03-25-2023, 10:15 PM
RE: OpenGL examples - by Petr - 03-26-2023, 12:26 PM
RE: OpenGL examples - by Petr - 03-29-2023, 01:58 PM
RE: OpenGL examples - by dcromley - 03-29-2023, 03:35 PM
RE: OpenGL examples - by TerryRitchie - 03-29-2023, 04:19 PM
RE: OpenGL examples - by AshishKingdom - 03-31-2023, 11:25 AM
RE: OpenGL examples - by Petr - 03-31-2023, 02:31 PM
RE: OpenGL examples - by Petr - 03-31-2023, 03:12 PM
RE: OpenGL examples - by Petr - 03-31-2023, 06:24 PM
RE: OpenGL examples - by Petr - 03-31-2023, 06:59 PM
RE: OpenGL examples - by TempodiBasic - 04-13-2023, 10:53 PM
RE: OpenGL examples - by Petr - 04-01-2023, 12:56 PM
RE: OpenGL examples - by Petr - 04-01-2023, 01:19 PM
RE: OpenGL examples - by MasterGy - 04-01-2023, 05:20 PM
RE: OpenGL examples - by Petr - 04-01-2023, 06:56 PM
RE: OpenGL examples - by Petr - 04-01-2023, 07:25 PM
RE: OpenGL examples - by Petr - 04-02-2023, 06:36 PM
RE: OpenGL examples - by mnrvovrfc - 04-02-2023, 09:48 PM
RE: OpenGL examples - by Petr - 04-02-2023, 09:03 PM
RE: OpenGL examples - by MasterGy - 04-03-2023, 12:21 PM
RE: OpenGL examples - by Petr - 04-03-2023, 02:12 PM
RE: OpenGL examples - by mnrvovrfc - 04-03-2023, 03:59 PM
RE: OpenGL examples - by Petr - 04-03-2023, 02:23 PM
RE: OpenGL examples - by Petr - 04-03-2023, 07:44 PM
RE: OpenGL examples - by Petr - 04-03-2023, 09:02 PM
RE: OpenGL examples - by Petr - 04-08-2023, 08:40 PM
RE: OpenGL examples - by Petr - 04-09-2023, 07:12 PM
RE: OpenGL examples - by mnrvovrfc - 04-10-2023, 12:42 PM
RE: OpenGL examples - by Petr - 04-12-2023, 08:05 PM
RE: OpenGL examples - by Petr - 04-13-2023, 09:11 PM
RE: OpenGL examples - by mnrvovrfc - 04-14-2023, 01:46 AM
RE: OpenGL examples - by TerryRitchie - 04-14-2023, 03:10 AM
RE: OpenGL examples - by TempodiBasic - 04-14-2023, 08:52 AM
RE: OpenGL examples - by bplus - 04-14-2023, 09:17 AM
RE: OpenGL examples - by MasterGy - 04-14-2023, 10:19 AM
RE: OpenGL examples - by Petr - 04-14-2023, 02:00 PM
RE: OpenGL examples - by Petr - 04-14-2023, 04:23 PM
RE: OpenGL examples - by Petr - 04-14-2023, 08:04 PM
RE: OpenGL examples - by Petr - 04-14-2023, 09:22 PM
RE: OpenGL examples - by Petr - 04-15-2023, 03:08 PM
RE: OpenGL examples - by bplus - 04-15-2023, 05:09 PM
RE: OpenGL examples - by Petr - 04-15-2023, 09:05 PM
RE: OpenGL examples - by Petr - 04-15-2023, 09:27 PM
RE: OpenGL examples - by bplus - 04-15-2023, 10:01 PM
RE: OpenGL examples - by Petr - 04-16-2023, 05:40 AM
RE: OpenGL examples - by bplus - 04-16-2023, 02:22 PM
RE: OpenGL examples - by Petr - 04-17-2023, 06:46 PM
RE: OpenGL examples - by MasterGy - 04-19-2023, 02:43 PM
RE: OpenGL examples - by Petr - 04-19-2023, 02:49 PM
RE: OpenGL examples - by MasterGy - 04-26-2023, 10:12 AM
RE: OpenGL examples - by Petr - 04-26-2023, 02:11 PM



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