The GCond is used to show how to create a geometry conditioned BSP
world from an import world (building on the World example).
Geometry Conditioning has a set of parameters that can be used to
affect the conditioning in a number of ways. The example is a
simple coplanar patch tessellated into 15x15 triangulated quads.
Each quartile's UV coordinates are shifted to show how UV
translation affects conditioning. The BSP world is displayed on the
screen and the results of conditioning can be displayed in
wireframe.
HANIM4
The fourth Hierarchical Animation example illustrates how to use
compressed keyframe data to animate HAnim hierarchies.
PRTSTD2
The PRTSTD2 example illustrates the use of a custom property with
the RpPrtStd plugin. It shows how a custom emitter and particle
property can be created and used with other standard property in
the prtstd plugin.
RWSVIEW
The RWSView example illustrates how to load assets from an RWS file
into your RenderWare Graphics application. The supplied RWS file
contains a world, a platform independent texture dictionary, two
clumps, and two animations.
VCLGENP (PlayStation 2 only)
The VCL Generic Pipelines example demonstrates the VCL generic
pipelines and the equivalent G3 pipelines. The example illustrates
how to create special effects using VCL and shows the following
standard features:
Skinning
Morph-target animation
UV-animation
Dual-pass rendering
Fogging
VCLPIPES (PlayStation 2 only)
The VCL Pipelines example demonstrates using the VCL dot3 and
specular pipelines. The specular pipelines require a fullscreen
pass to add the specular lighting written to the alpha channel to
the other color channels. The dot3 pipelines require fullscreen
passes to finish the dot3 calculation.