File:Irrlicht screenshot01.png
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DescriptionIrrlicht screenshot01.png | This is a demo of realtime dynamic glass refraction. The scene - minus any refraction geometry - is rendered into an Irrlicht-managed rendertarget. When rendering the refraction geometry an HLSL shader takes the rendertarget, refraction texture, diffuse texture and calculates the per-pixel refraction. |
Date |
English: May 9, 2009 Русский: 9 мая 2009 года |
Source |
English: Dynamic Glass Refraction, which was taken here:http://sio2.g0dsoft.com/modules/wmpdownloads/visit.php?cid=1&lid=15
Русский: Пакет демонстраций Dynamic Glass Refraction, который доступен по этому адресу:http://sio2.g0dsoft.com/modules/wmpdownloads/visit.php?cid=1&lid=15 |
Author | Irrlicht team, SiO2 demo |
Permission (Reusing this file) |
zlib License (compatible with GNU General Public License) |
Licensing
[edit]This screenshot either does not contain copyright-eligible parts or visuals of copyrighted software, or the author has released it under a free license (which should be indicated beneath this notice), and as such follows the licensing guidelines for screenshots of Wikimedia Commons. You may use it freely according to its particular license. Free software license:
The zlib License :This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:
English | +/−http://en.wikipedia.org/wiki/Zlib/libpng_licenseZLIBzlib Licensefalsefalse |
Note: if the screenshot shows any work that is not a direct result of the program code itself, such as a text or graphics that are not part of the program, the license for that work must be indicated separately.
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current | 10:31, 9 May 2009 | 1,440 × 900 (2.73 MB) | NeD80 (talk | contribs) | {{Information |Description=This is a demo of realtime dynamic glass refraction. The scene - minus any refraction geometry - is rendered into an Irrlicht-managed rendertarget. When rendering the refraction geometry an HLSL shader takes the rendertarget, re |
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