Tigre Demo Suite Gallery

All those demos and the source code can be downloaded here.

To close a demo in full screen mode double click anywhere!

Alpha Blending Demo

Alpha BlendingAlpha Blending

This demo shows how to use textures with an alpha channel.

Bounding Volume Demo

Bounding VolumeBounding Volume

This demo shows how to detect collisions between bounding volumes. Using bounding volumes is no 100% accurate, but costs nearly no performance!

Frustum Culling Demo

Frustum CullingFrustum Culling

Frustum culling is used to detect if a object is visible or not from a specific camera perspective. In the middle of the scene is a camera that rotates around the y axis. All around this camera are a lot of objects, but not all of them are visible for that camera at once. Switch to the second camera and note the difference between enabled and disabled frustum culling: the graphics are the same, but the frame rate is significant higher.

Fog Demo

Fog

This demo shows how to get a simple fog effect. The houses in the distance are more and more blended to the fog colour.

Hierarchic Animation Demo

BenderBender

This demo shows a robot that is made of multiple parts, that are stored in a hierarchic structure. For example there is a group for the head, if that group is rotated, all attached parts will rotate too.

Mesh Demo

MeshMesh

This demo shows how to load 3d geometry from a file. Note the performance difference from indicted and non-indicted mesh files.

Multitexturing Demo

Multitexturing

This demo shows the earth from the space. There's only one sphere object but 2 textures; one for the ground and another one for the clouds. The sphere itself gets rotated around the y axis and the cloud texture gets rotated around the y axis too!

Lighting Demo

Lighting

A very simple lighting demo that shows a sphere that is illuminated by a rotating red and green point light.

Point Sprite Demo

Point Sprite

This demo uses an opengl extension to draw points with a texture for a very basic particle system. To run the demo the extension "GL_OES_point_sprite" is required.

Texture Filter Demo

Texture FilterTexture Filter

This demo shows the difference between the three texture filters that are available: nearest neighbour, bilinear and trilinear texture filtering. You can specify how mip maps are generated, i.e. you can create coloured mip maps to see the different levels of detail.

Texture Matrix Demo

Texture Matrix

This demo shows a simple waterfall. While the geometry is static, the texture is moved to get the effect from down falling water.

Trackball Demo

TrackballTrackball

This demo shows how to implement a simple virtual trackball by using Tige. More about virtual trackballs can be found here.