SoftGeL
Lesson 1 - This lesson will get you started with CoreSDL2 which will be used from here on out to display the software render to the user. You’ll also learn how to draw pixels, lines and triangles.
Lesson 2 - In this lesson you’ll learn how to render a Mandelbrot fractal. You’ll also see how to add in a bit of logic which will zoom in on the fractal. This lesson serves no real purpose other than to show how to set up variables in the lesson file to play with various methods of the SoftGeL class.
Lesson 3 - In this lesson you’ll learn how to use perlin noise. Minor bugs with the SoftGeL code have also been corrected.
Lesson 4 - In this lesson you’ll learn how to create an easy to use texture loading class and how to blit textures and move them around the screen.
Lesson 5 - In this lesson you’re (re)introducted to stretching. Previously you only specified the location of the texture, now you specify the entire area the texture will cover and the texture will stretch to fit.
Lesson 6 - In this lesson you’ll (re)learn how to texture a triangle. This was already done in the Javascript tutorials.
Lesson 7 - In this lesson you’ll learn how to display bitmap fonts.
Lesson 8 - This lesson finally introduces the very important concept of masking which allows us to render irregularly shaped textures and have transparency. We’ve also now fixed the Print() method so that the size is the height of the font in pixels to render and not a ratio of the original font size.
Lesson 9 - Many changes have been implemented in this lesson. We introduce a point class, a 2×2 Matrix class and the ability to rotate a triangle around any number of axis.
Lesson 10 - Lighting has been covered before but in this lesson we’ll also add bumpmapping.
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