Textures and lightmaps were generated using BMRT, and the reflective surfaces were achieved by cube environment maps and the flipped axis trick. The refractive surfaces are totally bogus, but look pretty cool. The scene was originally conceived in my flow particle animation program a few months ago. A single 640x480 frame with radiosity and raytraced reflections took about 200 seconds per frame with BMRT, whereas this demo runs at about 170 frames per second at the same resolution.
This demo took about three days to write, and a few days of tweaking. Only one cube map from the perspective of the silver ball is used, so the reflections on the lamps are not at all accurate. Plus, I think my math for transforming the cube map texture matrix is a bit off, but overall the reflections look pretty good.
This demo was written for GeForce/GeForce2 cards
under Linux, but it also runs under Windows. It should work on any GL implementation
that supports GL_ARB_texture_cube_map and multitexture.
| FPS
(average) |
640
x 480 |
1280
x 1024 |
NVIDIA GeForce2 (ELSA GLADIAC)
32MB
dual 333MHz, 256MB, LX NVIDIA GLX 0.9-3, XFree 4.0 |
|
| 16 bpp AGP | 150 | 65 | ||
| 24 bpp AGP | 170 | 37 | ||
| 16 bpp PCI | 85 | 50 | ||
| 24 bpp PCI | 98 | 33 | ||
| *stencil buffer disabled at 16bpp |
l i n u x : mba_nvdemo-070800.tar.gz
W i n d o w s:
source: mba_nvdemo-070800.zip
executable only: MBA_NVDemo_WIN32.zip
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