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- import QtQuick 1.0
- ListModel {
- ListElement {
- name: "ChameleonMan"
- desc: "The ChameleonMan demo shows a Matrix Skinned Character in combination with DOT3 Per Pixel Lighting."
- screenshot: "images/ChameleonMan.png"
- binary: "/usr/bin/OGLES2ChameleonMan"
- }
- ListElement {
- name: "Coverflow"
- desc: "Demonstrates cover flow."
- screenshot: "images/Coverflow.png"
- binary: "/usr/bin/OGLES2Coverflow"
- }
- ListElement {
- name: "FilmTV"
- desc: "Demonstrates render to texture."
- screenshot: "images/FilmTV.png"
- binary: "/usr/bin/OGLES2FilmTV"
- }
- ListElement {
- name: "Fractal"
- desc: "Drawing a fractal using recursive render to texture and some procedural animation."
- screenshot: "images/Fractal.png"
- binary: "/usr/bin/OGLES2Fractal"
- }
- ListElement {
- name: "Navigation"
- desc: "How to implement rendering algorithms for Navigation software."
- screenshot: "images/Navigation.png"
- binary: "/usr/bin/OGLES2Navigation"
- }
- ListElement {
- name: "Navigation3D"
- desc: "How to implement rendering algorithms for Navigation software."
- screenshot: "images/Navigation3D.png"
- binary: "/usr/bin/OGLES2Navigation3D"
- }
- ListElement {
- name: "PhantomMask"
- desc: "Shows a mask lit using spherical harmonics and regular diffuse vertex lighting."
- screenshot: "images/PhantomMask.png"
- binary: "/usr/bin/OGLES2PhantomMask"
- }
- ListElement {
- name: "Shaders"
- desc: "Shows a balloon rendered with a vertex and fragment shader."
- screenshot: "images/Shaders.png"
- binary: "/usr/bin/OGLES2Shaders"
- }
- ListElement {
- name: "Skybox2"
- desc: "Shows a balloon in the air inside a skybox."
- screenshot: "images/Skybox2.png"
- binary: "/usr/bin/OGLES2Skybox2"
- }
- ListElement {
- name: "Water"
- desc: "Shows how to render a water effect on a given plane."
- screenshot: "images/Water.png"
- binary: "/usr/bin/OGLES2Water"
- }
- ListElement {
- name: "AlphaBlend"
- desc: "Shows 4 different types of blending modes."
- screenshot: "images/AlphaBlend.png"
- binary: "/usr/bin/OGLES2AlphaBlend"
- }
- ListElement {
- name: "AlphaTest"
- desc: "How to perform the AlphaTest."
- screenshot: "images/AlphaTest.png"
- binary: "/usr/bin/OGLES2AlphaTest"
- }
- ListElement {
- name: "AnisotropicLighting"
- desc: "How to do anisotropic lighting."
- screenshot: "images/AnisotropicLighting.png"
- binary: "/usr/bin/OGLES2AnisotropicLighting"
- }
- ListElement {
- name: "BasicTnL"
- desc: "Shows how to draw a lit rotating triangle."
- screenshot: "images/BasicTnL.png"
- binary: "/usr/bin/OGLES2BasicTnL"
- }
- ListElement {
- name: "Bloom"
- desc: "This training course demonstrates a simple implementation of a Bloom effect."
- screenshot: "images/Bloom.png"
- binary: "/usr/bin/OGLES2Bloom"
- }
- ListElement {
- name: "CellShading"
- desc: "How to implement cell shading."
- screenshot: "images/CellShading.png"
- binary: "/usr/bin/OGLES2CellShading"
- }
- ListElement {
- name: "ComplexLighting"
- desc: "Shows how to implement directional, point and spot lighting."
- screenshot: "images/ComplexLighting.png"
- binary: "/usr/bin/OGLES2ComplexLighting"
- }
- ListElement {
- name: "DisplacementMap"
- desc: "Shows how to displace geometry in the vertex shader using a texture."
- screenshot: "images/DisplacementMap.png"
- binary: "/usr/bin/OGLES2DisplacementMap"
- }
- ListElement {
- name: "EdgeDetection"
- desc: "Shows a simple method of applying edge detection to objects."
- screenshot: "images/EdgeDetection.png"
- binary: "/usr/bin/OGLES2EdgeDetection"
- }
- ListElement {
- name: "FastTnL"
- desc: "Shows how to use our fast transformation and lighting vertex shader. This technique is appropiate when a high perfromance shader is required."
- screenshot: "images/FastTnL.png"
- binary: "/usr/bin/OGLES2FastTnL"
- }
- ListElement {
- name: "Fog"
- desc: "This training course demonstrates how to create a fog effect using shaders."
- screenshot: "images/Fog.png"
- binary: "/usr/bin/OGLES2Fog"
- }
- ListElement {
- name: "HelloTriangle"
- desc: "Basic Tutorial that shows step-by-step how to initialize OpenGL ES, use it for drawing a triangle and terminate it."
- screenshot: "images/HelloTriangle.png"
- binary: "/usr/bin/OGLES2HelloTriangle"
- }
- ListElement {
- name: "IntroducingPFX"
- desc: "Shows how to use our tools to load our PFX file format."
- screenshot: "images/IntroducingPFX.png"
- binary: "/usr/bin/OGLES2IntroducingPFX"
- }
- ListElement {
- name: "IntroducingPOD"
- desc: "Shows how to load POD files and play the animation with basic lighting."
- screenshot: "images/IntroducingPOD.png"
- binary: "/usr/bin/OGLES2IntroducingPOD"
- }
- ListElement {
- name: "IntroducingPVRShell"
- desc: "Shows how to use the PowerVR framework for initialization."
- screenshot: "images/IntroducingPVRShell.png"
- binary: "/usr/bin/OGLES2IntroducingPVRShell"
- }
- ListElement {
- name: "IntroducingPVRTools"
- desc: "Shows how to use the tools to load textures and display text."
- screenshot: "images/IntroducingPVRTools.png"
- binary: "/usr/bin/OGLES2IntroducingPVRTools"
- }
- ListElement {
- name: "Iridescence"
- desc: "Shows how to implement an iridescence effect by mimicing the behaviour of light reflecting off a surface covered by a translucent film of variable thickness."
- screenshot: "images/Iridescence.png"
- binary: "/usr/bin/OGLES2Iridescence"
- }
- ListElement {
- name: "LevelOfDetail"
- desc: "Using a low detail method for displaying an object where you won't notice all the detail i.e. far away."
- screenshot: "images/LevelOfDetail.png"
- binary: "/usr/bin/OGLES2LevelOfDetail"
- }
- ListElement {
- name: "LightMap"
- desc: "Shows how to use LigthMaps."
- screenshot: "images/LightMap.png"
- binary: "/usr/bin/OGLES2LightMap"
- }
- ListElement {
- name: "PerturbedUvs"
- desc: "How to use a normal map to perturb Uvs."
- screenshot: "images/PerturbedUvs.png"
- binary: "/usr/bin/OGLES2PerturbedUvs"
- }
- ListElement {
- name: "Reflections"
- desc: "How to use reflections, 2D Mapping and Cube Mapping."
- screenshot: "images/Reflections.png"
- binary: "/usr/bin/OGLES2Reflections"
- }
- ListElement {
- name: "Refraction"
- desc: "How to create glass like materials and Phong's specular reflection."
- screenshot: "images/Refraction.png"
- binary: "/usr/bin/OGLES2Refraction"
- }
- ListElement {
- name: "RenderToTexture"
- desc: "This training course demonstrates rendering a scene to a texture and applying that texture to an object."
- screenshot: "images/RenderToTexture.png"
- binary: "/usr/bin/OGLES2RenderToTexture"
- }
- ListElement {
- name: "ShadowMapping"
- desc: "Demonstrates shadow mapping."
- screenshot: "images/ShadowMapping.png"
- binary: "/usr/bin/OGLES2ShadowMapping"
- }
- ListElement {
- name: "ShadowVolume"
- desc: "Shows how to use our tools to create and use shadow volumes."
- screenshot: "images/ShadowVolume.png"
- binary: "/usr/bin/OGLES2ShadowVolume"
- }
- ListElement {
- name: "Skinning"
- desc: "How to implement Skinning using POD files."
- screenshot: "images/Skinning.png"
- binary: "/usr/bin/OGLES2Skinning"
- }
- ListElement {
- name: "StencilBuffer"
- desc: "Shows how to use the stencil buffer."
- screenshot: "images/StencilBuffer.png"
- binary: "/usr/bin/OGLES2StencilBuffer"
- }
- ListElement {
- name: "Texturing"
- desc: "Shows how to load a texture into OpenGL ES."
- screenshot: "images/Texturing.png"
- binary: "/usr/bin/OGLES2Texturing"
- }
- }
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