skydome.dds文件格式插件 64位可以删除吗

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【教程】教你如何替换月亮的模型
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美丽的夜晚,抬头看天空。你,是否想过——这月亮好丑啊,能不能换掉?
比如换成提莫
恩....这是一个大胆的想法
要替换,首先我们就要找到月亮贴图的位置
月亮贴图的文件是:(mods)\x64a.rpf\textures\skydome.ytd如果有mods文件夹一定要修改mods文件夹里面的,修改外面的是没用的
找到贴图文件之后,先开启“编辑模式”,把原来的skydome.ytd备份一份,然后将我们自己的图片重命名为“moon-new”,
然后直接拖拽到skydome.ytd里面来
虽然说将图片转换成.dds格式质量最佳
但我主要是嫌麻烦,当然,如果你们有强迫症的话,也可以用去下个装进去然后导出为dds格式
Png也是可以的,OpenIV会自动帮我们转码,
完事之后保存退出
进游戏之后就可以看到效果了
今天的提莫好圆呀
我试了一下,图片大小最好不要太小,太小的话周边的锯齿就显的很严重了
png格式256x256大小(如果是dds格式则不需要考虑这种问题)
我上面那张大小是512X512的png格式
另外说一下--
图片的话,建议大家还是用PS仔细的修一修比较好,找个合适的大小,背景最好抠一抠,模板最好使用正方形,毕竟月亮是一个正圆,如果被我们改的不成样子了,也不好看了GTA5里面的月亮也是有阴晴圆缺的,所以有时候你看你只能看到一部分
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& 综合 & 正文
Directx11教程(56) 建立一个skydome
本章建立一个skydome(天空穹),主要学习如何使用cube mapping。
cube map就是把六张纹理当作一个cube的六个面,而cube的中心,则是坐标轴,而六个面则是垂直于坐标轴某个轴,如下图所示,在cube mapping中,我们不在使用二维纹理坐标,而是用(u,v,w)三维纹理坐标,用这个坐标产生一个查询向量,这个向量和cube 纹理的交点,即为该顶点对应的纹理texel。
可以通过微软的Directx Texture tool制作cube map纹理,前提是要准备好6张无缝过度的图片,这可能需要专业的工具。如下图,就是用6张图片生成的cube map纹理图,每章图片对应cube的一个面。
我们建立的skydome是一个球形体,并不是skybox,但使用cube map的方法是一样的。
首先是建立一个SkyDomeModelClass类,这个类中的顶点结构比较简单,只有一个参数:position,至于skydome贴图用的纹理坐标,我们则是在vs中生成。
struct VertexType
D3DXVECTOR3
SkyDome模型是通过SkyDomeModelClass中的函数BuildGeoSphere得到,它通过细分一个20面体,得到一个近似的球形模型,具体的细分是把一个三角形细分成四个三角形(取每条边的中点),如下图所示:
生成SkyDome模型的代码如下:
//通过一个20面体细分,近似得到一个球体
void SkyDomeModelClass::BuildGeoSphere(
int numSubdivisions,
float radius,
VertexList& vertices, IndexList& indices)
// 最小的细分数量.
numSubdivisions = min(numSubdivisions, 5);
const float X = 0.525731f;
const float Z = 0.850651f;
D3DXVECTOR3 pos[12] =
D3DXVECTOR3(-X, 0.0f, Z),
D3DXVECTOR3(X, 0.0f, Z),
D3DXVECTOR3(-X, 0.0f, -Z), D3DXVECTOR3(X, 0.0f, -Z),
D3DXVECTOR3(0.0f, Z, X),
D3DXVECTOR3(0.0f, Z, -X),
D3DXVECTOR3(0.0f, -Z, X),
D3DXVECTOR3(0.0f, -Z, -X),
D3DXVECTOR3(Z, X, 0.0f),
D3DXVECTOR3(-Z, X, 0.0f),
D3DXVECTOR3(Z, -X, 0.0f),
D3DXVECTOR3(-Z, -X, 0.0f)
DWORD k[60] =
1,10,8, 10,3,8, 8,3,5,
3,10,7, 10,6,7, 6,11,7, 6,0,11, 6,1,0,
10,1,6, 11,0,9, 2,11,9, 5,2,9,
vertices.resize(12);
indices.resize(60);
for(int i = 0; i & 12; ++i)
vertices[i] = pos[i];
for(int i = 0; i & 60; ++i)
indices[i] = k[i];
for(int i = 0; i & numS ++i)
Subdivide(vertices, indices);
//投影顶点到球面上,然后缩放顶点到球心的距离
for(int i = 0; i & vertices.size(); ++i)
D3DXVec3Normalize(&vertices[i], &vertices[i]);
vertices[i] *=
//细分输入三角形,为四个面积相等的三角形
void SkyDomeModelClass::Subdivide(VertexList& vertices, IndexList& indices)
VertexList vin =
vertices.resize(0);
indices.resize(0);
int numTris = (int)iin.size()/3;
for(int i = 0; i & numT ++i)
D3DXVECTOR3 v0 = vin[ iin[i*3+0] ];
D3DXVECTOR3 v1 = vin[ iin[i*3+1] ];
D3DXVECTOR3 v2 = vin[ iin[i*3+2] ];
D3DXVECTOR3 m0 = 0.5f*(v0 + v1);
D3DXVECTOR3 m1 = 0.5f*(v1 + v2);
D3DXVECTOR3 m2 = 0.5f*(v0 + v2);
vertices.push_back(v0); // 0
vertices.push_back(v1); // 1
vertices.push_back(v2); // 2
vertices.push_back(m0); // 3
vertices.push_back(m1); // 4
vertices.push_back(m2); // 5
//索引出四个三角形
indices.push_back(i*6+0);
indices.push_back(i*6+4);
另外我们新建一个SkyDomeShaderClass, 用来渲染SkyDome,它调用的vs,ps shader文件为cubetex.vs, cubetex.ps
在cubeTex.vs中,我们要注意两点:
1、设置skydome顶点的世界坐标系z=w,这样,skydome总会在远裁剪平面上。
2、用顶点local坐标做为cubemap的纹理坐标。
// set z = w so that z/w = 1 (i.e., skydome always on far plane).
output.position =
output.position.
//用local坐标做为cubemap查询向量.
output.tex = input.
cubeTex.ps中,我们通过cube sample函数得到cube纹理:
TextureCube gCubeM
float4 CubePixelShader(PixelInputType input) : SV_TARGET
return gCubeMap.Sample(SampleType, input.tex);
在GraphicsClass类中渲染SkyDome时,我们要关掉cull,再就是建立一个skydome专用depthstencil状态,在该状态中深度比较函数是: D3D11_COMPARISON_LESS_EQUAL
//skyome 顶点和索引数据放入缓冲区,准备渲染
m_SkydomeModel-&Render(m_D3D-&GetDeviceContext());
m_D3D-&EnableCubeDepthStencil();
m_D3D-&ChangeNoCullMode(true);
result = m_SkydomeShader-&Render(m_D3D-&GetDeviceContext(), m_SkydomeModel-&GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
m_TexManager-&createCubeTex(m_D3D-&GetDevice(),string("grassenvmap1024.dds")));
if(!result)
m_D3D-&ChangeNoCullMode(false);
m_D3D-&EnableDefaultDepthStencil();
另外,在textureManagerClass类中,我们增加了函数createCubeTex,专门用来读入cube texture
ID3D11ShaderResourceView* TexManagerClass::createCubeTex(ID3D11Device* device,string filename)
// 如果纹理资源已经存在,则返回,否则创建
for(int i = 0; i & m_TextureRVs.size(); ++i)
if(! m_TextureNames[i].compare(filename) )
return m_TextureRVs[i];
D3DX11_IMAGE_LOAD_INFO loadI
loadInfo.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
ID3D11Texture2D* tex = 0;
result = D3DX11CreateTextureFromFile(device, stringToLPCWSTR(filename), &loadInfo, 0, (ID3D11Resource**)&tex, 0) ;
D3D11_TEXTURE2D_DESC texD
tex-&GetDesc(&texDesc);
D3D11_SHADER_RESOURCE_VIEW_DESC viewD
viewDesc.Format = texDesc.F
viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
viewDesc.TextureCube.MipLevels = texDesc.MipL
viewDesc.TextureCube.MostDetailedMip = 0;
ID3D11ShaderResourceView* rv = 0;
result = device-&CreateShaderResourceView(tex, &viewDesc, &rv);
if(FAILED(result))
HR(result);
m_TextureNames.push_back(filename);
m_TextureRVs.push_back(rv);
程序执行后界面如下,你可以旋转摄像机,看看能不能超过skydome的包围:
完整的代码请参考:
工程文件myTutorialD3D11_51
代码下载:
【上篇】【下篇】Directx11教程(56)&建立一个skydome
& 本章建立一个skydome(天空穹),主要学习如何使用cube mapping。
map就是把六张纹理当作一个cube的六个面,而cube的中心,则是坐标轴,而六个面则是垂直于坐标轴某个轴,如下图所示,在cube
mapping中,我们不在使用二维纹理坐标,而是用(u,v,w)三维纹理坐标,用这个坐标产生一个查询向量,这个向量和cube
纹理的交点,即为该顶点对应的纹理texel。
可以通过微软的Directx Texture tool制作cube
map纹理,前提是要准备好6张无缝过度的图片,这可能需要专业的工具。如下图,就是用6张图片生成的cube
map纹理图,每章图片对应cube的一个面。
我们建立的skydome是一个球形体,并不是skybox,但使用cube map的方法是一样的。
首先是建立一个SkyDomeModelClass类,这个类中的顶点结构比较简单,只有一个参数:position,至于skydome贴图用的纹理坐标,我们则是在vs中生成。
struct VertexType
&&& D3DXVECTOR3
SkyDome模型是通过SkyDomeModelClass中的函数BuildGeoSphere得到,它通过细分一个20面体,得到一个近似的球形模型,具体的细分算法是把一个三角形细分成四个三角形(取每条边的中点),如下图所示:
生成SkyDome模型的代码如下:
//通过一个20面体细分,近似得到一个球体 void
SkyDomeModelClass::BuildGeoSphere(&&&
numSubdivisions,&&&
float radius,&&&
VertexList& vertices, IndexList&
最小的细分数量.
numSubdivisions = min(numSubdivisions, 5);
float X = 0.525731f;
&&& const float
Z = 0.850651f;
D3DXVECTOR3 pos[12] =
D3DXVECTOR3(-X, 0.0f, Z),& D3DXVECTOR3(X, 0.0f,
D3DXVECTOR3(-X, 0.0f, -Z), D3DXVECTOR3(X, 0.0f,
D3DXVECTOR3(0.0f, Z, X),&&
D3DXVECTOR3(0.0f, Z, -X),
D3DXVECTOR3(0.0f, -Z, X),& D3DXVECTOR3(0.0f, -Z,
D3DXVECTOR3(Z, X, 0.0f),&&
D3DXVECTOR3(-Z, X, 0.0f),
D3DXVECTOR3(Z, -X, 0.0f),& D3DXVECTOR3(-Z, -X,
1,4,0,& 4,9,0,&
4,5,9,& 8,5,4,&
1,10,8, 10,3,8, 8,3,5,& 3,2,5,&
3,10,7, 10,6,7, 6,11,7, 6,0,11, 6,1,0,
10,1,6, 11,0,9, 2,11,9, 5,2,9,& 11,2,7
vertices.resize(12);
indices.resize(60);
&&& for(int
i = 0; i & 12; ++i)
vertices[i] = pos[i];
&&& for(int
i = 0; i & 60; ++i)
indices[i] = k[i];
&&& for(int
i = 0; i & numS ++i)
Subdivide(vertices, indices);
//投影顶点到球面上,然后缩放顶点到球心的距离
&&& for(int i =
0; i & vertices.size(); ++i)
D3DXVec3Normalize(&vertices[i],
&vertices[i]);
vertices[i] *=
//细分输入三角形,为四个面积相等的三角形 void
SkyDomeModelClass::Subdivide(VertexList& vertices,
IndexList& indices)
&&& VertexList
IndexList& iin =
vertices.resize(0);
indices.resize(0);
numTris = (int)iin.size()/3;
&&& for(int i =
0; i & numT ++i)
D3DXVECTOR3 v0 = vin[ iin[i*3+0] ];
D3DXVECTOR3 v1 = vin[ iin[i*3+1] ];
D3DXVECTOR3 v2 = vin[ iin[i*3+2] ];
D3DXVECTOR3 m0 = 0.5f*(v0 + v1);
D3DXVECTOR3 m1 = 0.5f*(v1 + v2);
D3DXVECTOR3 m2 = 0.5f*(v0 + v2);
vertices.push_back(v0); // 0
vertices.push_back(v1); // 1
vertices.push_back(v2); // 2
vertices.push_back(m0); // 3
vertices.push_back(m1); // 4
vertices.push_back(m2); // 5
//索引出四个三角形
indices.push_back(i*6+0);
indices.push_back(i*6+4);
另外我们新建一个SkyDomeShaderClass, 用来渲染SkyDome,它调用的vs,ps
shader文件为cubetex.vs, cubetex.ps
在cubeTex.vs中,我们要注意两点:
1、设置skydome顶点的世界坐标系z=w,这样,skydome总会在远裁剪平面上。
2、用顶点local坐标做为cubemap的纹理坐标。
// set z =
w so that z/w = 1 (i.e., skydome always on far plane).
//设置z=w output.position =&
output.position.
//用local坐标做为cubemap查询向量.
output.tex = input.
cubeTex.ps中,我们通过cube sample函数得到cube纹理:
TextureCube gCubeM
CubePixelShader(PixelInputType input) : SV_TARGET
return gCubeMap.Sample(SampleType, input.tex);
在GraphicsClass类中渲染SkyDome时,我们要关掉cull,再就是建立一个skydome专用depthstencil状态,在该状态中深度比较函数是:
D3D11_COMPARISON_LESS_EQUAL
顶点和索引数据放入缓冲区,准备渲染
m_SkydomeModel-&Render(m_D3D-&GetDeviceContext());
m_D3D-&EnableCubeDepthStencil();
m_D3D-&ChangeNoCullMode(true);
m_SkydomeShader-&Render(m_D3D-&GetDeviceContext(),
m_SkydomeModel-&GetIndexCount(), worldMatrix,
viewMatrix, projectionMatrix,
m_TexManager-&createCubeTex(m_D3D-&GetDevice(),string("grassenvmap1024.dds")));
if(!result)
&&& return
m_D3D-&ChangeNoCullMode(false);
m_D3D-&EnableDefaultDepthStencil();
另外,在textureManagerClass类中,我们增加了函数createCubeTex,专门用来读入cube
ID3D11ShaderResourceView*
TexManagerClass::createCubeTex(ID3D11Device* device,string
如果纹理资源已经存在,则返回,否则创建
&&& for(int i =
0; i & m_TextureRVs.size(); ++i)
if(! m_TextureNames[i].compare(filename) )
&&&&&&&&&&&
return m_TextureRVs[i];
D3DX11_IMAGE_LOAD_INFO loadI
loadInfo.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
ID3D11Texture2D* tex = 0;
result = D3DX11CreateTextureFromFile(device,
stringToLPCWSTR(filename), &loadInfo, 0,
(ID3D11Resource**)&tex, 0) ;
D3D11_TEXTURE2D_DESC texD
tex-&GetDesc(&texDesc);
D3D11_SHADER_RESOURCE_VIEW_DESC viewD
viewDesc.Format = texDesc.F
viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
viewDesc.TextureCube.MipLevels = texDesc.MipL
viewDesc.TextureCube.MostDetailedMip = 0;
ID3D11ShaderResourceView* rv = 0;
&&& result =
device-&CreateShaderResourceView(tex,
&viewDesc, &rv);
if(FAILED(result))
HR(result);
m_TextureNames.push_back(filename);
m_TextureRVs.push_back(rv);
&&& return
程序执行后界面如下,你可以旋转摄像机,看看能不能超过skydome的包围:
完整的代码请参考:
工程文件myTutorialD3D11_51
代码下载:
已投稿到:
以上网友发言只代表其个人观点,不代表新浪网的观点或立场。GTA5如何修改月亮模型 修改月亮模型步骤解析 - 维维软件园
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GTA5如何修改月亮模型 修改月亮模型步骤解析
作者:维维 日期: 16:02:30 人气:
GTA5修改月亮模型的步骤是怎样的,想必大家已经看腻了游戏中光秃秃的月亮了,很多玩家想要给月亮换个造型可是苦于不知道怎么操作,现在我来给大家介绍一下修改教程,希望大家可以通过这个教程来达到自己想要的造型。
GTA5修改月亮模型步骤解析:
首先我们就要找到月亮贴图的位置,月亮贴图的文件是:(mods)\x64a.rpf\textures\skydome.ytd,如果有mods文件夹一定要修改mods文件夹里面的,因为修改外面的是没用的。
找到贴图文件之后,先开启&编辑模式&,把原来的skydome.ytd备份一份,然后将我们自己的图片重命名为&moon-new&,然后直接拖拽到skydome.ytd里面来。
这里我们用Png就可以了,OpenIV会自动帮我们转码,不需要那么麻烦选择PS dds。
弄好之后保存退出,再进游戏之后就可以看到效果了。
ps:至于图片的话,建议大家用PS修一修比较好,找个合适的大小,背景最好抠一抠,模板最好使用正圆形。
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//---------------------------------------------------------------------------
#include &vcl.h&
#pragma hdrstop
USERES(&GLSceneBCB5.res&);
USERES(&..\Source\DesignTime\nonGLSceneVCL.dcr&);
USERES(&..\Source\DesignTime\GLSceneObjects.dcr&);
USERES(&..\Source\DesignTime\GLSceneVCL.dcr&);
USEPACKAGE(&vcl50.bpi&);
USEPACKAGE(&dsnide50.bpi&);
USEUNIT(&..\Source\Base\PersistentClasses.pas&);
USEUNIT(&..\Source\Base\ApplicationFileIO.pas&);
USEUNIT(&..\Source\Base\SpatialPartitioning.pas&);
USEUNIT(&..\Source\Base\AsyncTimer.pas&);
USEUNIT(&..\Source\Platform\GLCrossPlatform.pas&);
USEUNIT(&..\Source\Base\CurvesAndSurfaces.pas&);
USEUNIT(&..\Source\Base\GeometryBB.pas&);
USEUNIT(&..\Source\Base\GLTextureCombiners.pas&);
USEUNIT(&..\Source\Base\OpenGL1x.pas&);
USEUNIT(&..\Source\GLContext.pas&);
USEUNIT(&..\Source\Base\HeightTileFile.pas&);
USEUNIT(&..\Source\Base\MeshUtils.pas&);
USEUNIT(&..\Source\Base\Joystick.pas&);
USEUNIT(&..\Source\Base\Keyboard.pas&);
USEUNIT(&..\Source\Base\Octree.pas&);
USEUNIT(&..\Source\Base\Polynomials.pas&);
USEUNIT(&..\Source\Base\ScreenSaver.pas&);
USEUNIT(&..\Source\Base\VectorTypes.pas&);
USEUNIT(&..\Source\Base\Spline.pas&);
USEUNIT(&..\Source\Base\VectorGeometry.pas&);
USEUNIT(&..\Source\Base\VectorLists.pas&);
USEUNIT(&..\Source\Base\VerletClasses.pas&);
USEUNIT(&..\Source\Base\XCollection.pas&);
USEUNIT(&..\Source\Base\XOpenGL.pas&);
USEUNIT(&..\Source\GLState.pas&);
USEUNIT(&..\Source\GLMisc.pas&);
USEUNIT(&..\Source\GLScreen.pas&);
USEUNIT(&..\Source\GLTexture.pas&);
USEUNIT(&..\Source\GLScene.pas&);
USEUNIT(&..\Source\GLMirror.pas&);
USEUNIT(&..\Source\GLGraphics.pas&);
USEUNIT(&..\Source\VideoAPIs\vfw.pas&);
USEUNIT(&..\Source\Platform\GLWin32Context.pas&);
USEUNIT(&..\Source\Platform\GLWin32Viewer.pas&);
USEUNIT(&..\Source\Platform\GLWin32FullScreenViewer.pas&);
USEUNIT(&..\Source\GLAVIRecorder.pas&);
USEUNIT(&..\Source\GLBaseMeshSilhouette.pas&);
USEUNIT(&..\Source\GLBehaviours.pas&);
USEUNIT(&..\Source\GLBitmapFont.pas&);
USEUNIT(&..\Source\GLBSP.pas&);
USEUNIT(&..\Source\GLExplosionFx.pas&);
USEUNIT(&..\Source\GLExtrusion.pas&);
USEUNIT(&..\Source\GLFireFX.pas&);
USEUNIT(&..\Source\GLGeomObjects.pas&);
USEUNIT(&..\Source\GLGraph.pas&);
USEUNIT(&..\Source\GLHeightData.pas&);
USEUNIT(&..\Source\GLHeightTileFileHDS.pas&);
USEUNIT(&..\Source\GLHUDObjects.pas&);
USEUNIT(&..\Source\GLLensFlare.pas&);
USEUNIT(&..\Source\GLMeshCSG.pas&);
USEUNIT(&..\Source\GLMovement.pas&);
USEUNIT(&..\Source\GLMultiProxy.pas&);
USEUNIT(&..\Source\GLNavigator.pas&);
USEUNIT(&..\Source\GLParametricSurfaces.pas&);
USEUNIT(&..\Source\GLParticleFX.pas&);
USEUNIT(&..\Source\GLParticles.pas&);
USEUNIT(&..\Source\GLPolyhedron.pas&);
USEUNIT(&..\Source\GLPortal.pas&);
USEUNIT(&..\Source\GLProcTextures.pas&);
USEUNIT(&..\Source\GLProxyObjects.pas&);
USEUNIT(&..\Source\GLROAMPatch.pas&);
USEUNIT(&..\Source\GLShadowPlane.pas&);
USEUNIT(&..\Source\GLShadowVolume.pas&);
USEUNIT(&..\Source\GLSkyBox.pas&);
USEUNIT(&..\Source\GLSkydome.pas&);
USEUNIT(&..\Source\FileFormats\GLStarRecord.pas&);
USEUNIT(&..\Source\GLSound.pas&);
USEUNIT(&..\Source\GLSoundFileObjects.pas&);
USEUNIT(&..\Source\GLSpaceText.pas&);
USEUNIT(&..\Source\GLTeapot.pas&);
USEUNIT(&..\Source\GLTerrainRenderer.pas&);
USEUNIT(&..\Source\GLThorFX.pas&);
USEUNIT(&..\Source\GLTimeEventsMgr.pas&);
USEUNIT(&..\Source\GLTree.pas&);
USEUNIT(&..\Source\GLVerletClothify.pas&);
USEUNIT(&..\Source\GLVerletSkeletonColliders.pas&);
USEUNIT(&..\Source\GLWindowsFont.pas&);
USEUNIT(&..\Source\GLzBuffer.pas&);
USEUNIT(&..\Source\GLGui.pas&);
USEUNIT(&..\Source\GLCollision.pas&);
USEUNIT(&..\Source\GLWindows.pas&);
USEUNIT(&..\Source\FileFormats\Const3DS.pas&);
USEUNIT(&..\Source\FileFormats\File3DS.pas&);
USEUNIT(&..\Source\FileFormats\FileMD2.pas&);
USEUNIT(&..\Source\FileFormats\FileMD3.pas&);
USEUNIT(&..\Source\FileFormats\FileNMF.pas&);
USEUNIT(&..\Source\FileFormats\FileOCT.pas&);
USEUNIT(&..\Source\FileFormats\GLFile3DS.pas&);
USEUNIT(&..\Source\FileFormats\GLFileGTS.pas&);
USEUNIT(&..\Source\FileFormats\GLFileMD2.pas&);
USEUNIT(&..\Source\FileFormats\GLFileMD3.pas&);
USEUNIT(&..\Source\FileFormats\GLFileMS3D.pas&);
USEUNIT(&..\Source\FileFormats\GLFileTIN.pas&);
USEUNIT(&..\Source\FileFormats\GLFileOBJ.pas&);
USEUNIT(&..\Source\FileFormats\GLFileOCT.pas&);
USEUNIT(&..\Source\FileFormats\GLFilePLY.pas&);
USEUNIT(&..\Source\FileFormats\GLFileQ3BSP.pas&);
USEUNIT(&..\Source\FileFormats\GLFileSMD.pas&);
USEUNIT(&..\Source\FileFormats\GLFileSTL.pas&);
USEUNIT(&..\Source\FileFormats\TGA.pas&);
USEUNIT(&..\Source\FileFormats\Q3MD3.pas&);
USEUNIT(&..\Source\GLUtils.pas&);
USEUNIT(&..\Source\GLStrings.pas&);
USEUNIT(&..\Source\GLCadencer.pas&);
USEUNIT(&..\Source\GLMesh.pas&);
USEUNIT(&..\Source\GLMultiPolygon.pas&);
USEUNIT(&..\Source\GLObjects.pas&);
USEUNIT(&..\Source\GLSilhouette.pas&);
USEUNIT(&..\Source\GLVectorFileObjects.pas&);
USEUNIT(&..\Source\Base\GLCanvas.pas&);
USEUNIT(&..\Source\Base\RegisterXCollection.pas&);
USEUNIT(&..\Source\FileFormats\GLFileNMF.pas&);
USEUNIT(&..\Source\FileFormats\GLFileNurbs.pas&);
USEUNIT(&..\Source\FileFormats\Q3BSP.pas&);
USEUNIT(&..\Source\FileFormats\Utils3DS.pas&);
USEUNIT(&..\Source\FileFormats\Types3DS.pas&);
USEUNIT(&..\Source\FileFormats\TypesMD2.pas&);
USEUNIT(&..\Source\FileFormats\TypesMS3D.pas&);
USEUNIT(&..\Source\FileFormats\TypesSTL.pas&);
USEUNIT(&..\Source\DesignTime\GLTextureImageEditors.pas&);
USEUNIT(&..\Source\DesignTime\GLSceneRegister.pas&);
USEUNIT(&..\Source\Shaders\GLHiddenLineShader.pas&);
USEUNIT(&..\Source\Shaders\GLMultiMaterialShader.pas&);
USEUNIT(&..\Source\Shaders\GLOutlineShader.pas&);
USEUNIT(&..\Source\Shaders\GLTexCombineShader.pas&);
USEUNIT(&..\Source\Shaders\GLUserShader.pas&);
USEUNIT(&..\Source\PlugIn\PlugInIntf.pas&);
USEUNIT(&..\Source\PlugIn\PlugInManager.pas&);
USEUNIT(&..\Source\GLTilePlane.pas&);
USEUNIT(&..\Source\GLBumpmapHDS.pas&);
USEUNIT(&..\Source\GLWaterPlane.pas&);
USEUNIT(&..\Source\Base\BumpMapping.pas&);
USEUNIT(&..\Source\FileFormats\GLVfsPAK.pas&);
USEUNIT(&..\Source\GLMeshOptimizer.pas&);
USEUNIT(&..\Source\FileFormats\TypesMDC.pas&);
USEUNIT(&..\Source\FileFormats\GLFileMDC.pas&);
USEUNIT(&..\Source\Shaders\GLCelShader.pas&);
USEUNIT(&..\Source\GLFPSMovement.pas&);
USEUNIT(&..\Source\Shaders\GLBumpShader.pas&);
USEUNIT(&..\Source\Base\PerlinNoise.pas&);
USEUNIT(&..\Source\GLTexLensFlare.pas&);
USEUNIT(&..\Source\GLPerlinPFX.pas&);
USEUNIT(&..\Source\GLImposter.pas&);
USEUNIT(&..\Source\GLFeedback.pas&);
USEUNIT(&..\Source\GLAnimatedSprite.pas&);
USEUNIT(&..\Source\Base\VerletHairClasses.pas&);
USEUNIT(&..\Source\GLVerletClasses.pas&);
USEUNIT(&..\Source\GLGLUTesselation.pas&);
USEUNIT(&..\Source\GLMeshBuilder.pas&);
USEUNIT(&..\Source\FileFormats\DDS.pas&);
USEUNIT(&..\Source\FileFormats\DXTC.pas&);
USEUNIT(&..\Source\GLMaterialScript.pas&);
USEUNIT(&..\Source\GLDCEMisc.pas&);
USEUNIT(&..\Source\GLEllipseCollision.pas&);
USEUNIT(&..\Source\GLDCE.pas&);
USEUNIT(&..\Source\GLProjectedTextures.pas&);
USEUNIT(&..\Source\GLBlur.pas&);
USEUNIT(&..\Source\GLPerlinBase.pas&);
USEUNIT(&..\Source\GLPerlin.pas&);
USEUNIT(&..\Source\Base\ARBProgram.pas&);
USEUNIT(&..\Source\Shaders\GLPhongShader.pas&);
USEUNIT(&..\Source\GLTrail.pas&);
USEUNIT(&..\Source\GLScriptBase.pas&);
USEUNIT(&..\Source\FileFormats\GLFileMD5.pas&);
USEUNIT(&..\Source\GLGameMenu.pas&);
USEUNIT(&..\Source\Base\PictureRegisteredFormats.pas&);
USEUNIT(&..\Source\GLSpatialPartitioning.pas&);
USEFORMNS(&..\Source\DesignTime\FRColorEditor.pas&, Frcoloreditor, RColorEditor); /* TFrame: File Type */
USEFORMNS(&..\Source\DesignTime\FRTrackBarEdit.pas&, Frtrackbaredit, RTrackBarEdit); /* TFrame: File Type */
USEFORMNS(&..\Source\DesignTime\FRFaceEditor.pas&, Frfaceeditor, RFaceEditor); /* TFrame: File Type */
USEFORMNS(&..\Source\DesignTime\FRTextureEdit.pas&, Frtextureedit, RTextureEdit); /* TFrame: File Type */
USEFORMNS(&..\Source\DesignTime\FVectorEditor.pas&, Fvectoreditor, VectorEditorForm);
USEFORMNS(&..\Source\DesignTime\GLSceneEdit.pas&, Glsceneedit, GLSceneEditorForm);
USEFORMNS(&..\Source\DesignTime\Info.pas&, Info, InfoForm);
USEFORMNS(&..\Source\PlugIn\PlugInManagerPropEditor.pas&, Pluginmanagerpropeditor, PlugInManagerPropForm);
USEFORMNS(&..\Source\DesignTime\FXCollectionEditor.pas&, Fxcollectioneditor, XCollectionEditor);
USEFORMNS(&..\Source\DesignTime\FRMaterialPreview.pas&, Frmaterialpreview, RMaterialPreview); /* TFrame: File Type */
USEFORMNS(&..\Source\DesignTime\FMaterialEditorForm.pas&, Fmaterialeditorform, MaterialEditorForm);
USEFORMNS(&..\Source\DesignTime\FLibMaterialPicker.pas&, Flibmaterialpicker, LibMaterialPicker);
USEFORMNS(&..\Source\DesignTime\GuiSkinEditorFormUnit.pas&, Guiskineditorformunit, GUISkinEditor);
USEUNIT(&..\Source\GLLinePFX.pas&);
USEUNIT(&..\Source\FileFormats\GLFileVRML.pas&);
USEUNIT(&..\Source\FileFormats\VRMLParser.pas&);
//---------------------------------------------------------------------------
#pragma package(smart_init)
//---------------------------------------------------------------------------
Package source.
//---------------------------------------------------------------------------
#pragma argsused
int WINAPI DllEntryPoint(HINSTANCE hinst, unsigned long reason, void*)
//---------------------------------------------------------------------------
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about.dcu3.42 kB03-06-09 08:57
about.ddp51.00 B07-04-09 15:50
about.dfm2.60 kB07-04-09 14:20
532.00 B07-04-09 14:20
clipRigionUnit.dcu4.14 kB03-06-09 08:57
clipRigionUnit.ddp51.00 B25-04-09 09:29
clipRigionUnit.dfm1,020.00 B25-04-09 09:28
1.14 kB25-04-09 09:29
clipRigionUnit.~ddp51.00 B25-04-09 09:29
clipRigionUnit.~dfm1,020.00 B25-04-09 09:28
clipRigionUnit.~pas1.14 kB25-04-09 09:29
ColorTransFunctionUnit.dcu16.99 kB03-06-09 08:57
ColorTransFunctionUnit.ddp51.00 B29-05-09 10:50
ColorTransFunctionUnit.dfm2.94 kB21-02-09 00:28
15.96 kB29-05-09 10:48
ColorTransFunctionUnit.~ddp51.00 B14-04-09 15:08
ColorTransFunctionUnit.~dfm2.94 kB21-02-09 00:28
ColorTransFunctionUnit.~pas17.42 kB14-04-09 15:04
ColorUnit.dcu6.49 kB03-06-09 08:57
ColorUnit.ddp51.00 B25-12-08 21:26
ColorUnit.dfm345.00 B27-10-08 15:48
2.71 kB25-12-08 21:07
CutSelectRange.dcu5.49 kB14-02-09 11:47
CutSelectRange.ddp51.00 B14-02-09 11:47
CutSelectRange.dfm1.83 kB14-02-09 11:38
3.40 kB14-02-09 11:47
CutSelectRangeUnit.dcu5.51 kB14-02-09 11:47
CutSelectRangeUnit.ddp51.00 B14-02-09 11:47
CutSelectRangeUnit.dfm1.83 kB14-02-09 11:38
3.41 kB14-02-09 11:47
DataRoomUnit.dcu2.77 kB03-06-09 08:57
DataRoomUnit.ddp51.00 B16-02-09 16:08
DataRoomUnit.dfm156.00 B06-07-05 19:58
1.62 kB16-02-09 15:59
define_types.dcu10.83 kB03-06-09 08:57
16.90 kB02-06-09 19:45
define_types.~pas20.90 kB25-12-08 10:55
DROPPAGE.RES440.00 B17-09-00 20:23
frame.bmp246.00 B14-02-09 09:48
GL3DMainUnit.dcu30.84 kB03-06-09 08:57
GL3DMainUnit.ddp51.00 B02-06-09 19:34
GL3DMainUnit.dfm18.85 kB28-05-09 00:36
31.41 kB02-06-09 19:34
GL3DMainUnit.~ddp51.00 B02-06-09 15:05
GL3DMainUnit.~dfm18.85 kB28-05-09 00:36
GL3DMainUnit.~pas32.14 kB02-06-09 15:04
GLMainUnit.dcu35.27 kB11-02-09 00:47
GLMainUnit.ddp51.00 B11-02-09 00:47
GLMainUnit.dfm5.33 kB11-02-09 00:40
48.83 kB11-02-09 00:47
GLSceneMainUnit.dcu35.29 kB11-02-09 00:47
GLSceneMainUnit.ddp51.00 B11-02-09 00:46
GLSceneMainUnit.dfm5.33 kB11-02-09 00:40
48.84 kB11-02-09 00:47
icon.svg10.47 kB11-08-08 08:31
243.00 B12-02-09 23:25
OpenUnit.dcu8.73 kB03-06-09 08:57
OpenUnit.ddp51.00 B14-04-09 14:50
OpenUnit.dfm2.21 kB16-02-09 15:54
8.35 kB14-04-09 14:50
prefs.dcu4.33 kB03-06-09 08:57
1.10 kB02-06-09 19:43
prefs.~pas1.35 kB02-06-09 15:02
Reconstruction.bmp246.00 B02-08-05 22:35
right.bmp1.05 kB14-02-09 09:53
rotation.bmp822.00 B14-02-09 10:03
test.bmp49.05 kB23-05-05 10:38
Texture_3D_Unit.dcu5.30 kB03-06-09 08:57
7.67 kB29-05-09 10:25
Texture_3D_Unit.~pas7.67 kB29-05-09 10:25
Thumbs.db16.00 kB29-04-09 14:36
TransferFunctionUnit.dcu24.89 kB03-06-09 08:57
TransferFunctionUnit.ddp51.00 B14-04-09 15:08
TransferFunctionUnit.dfm2.86 kB21-02-09 01:05
27.01 kB14-04-09 15:04
83.00 B21-03-09 12:21
Visual3D_V4.cfg434.00 B02-06-09 15:05
Visual3D_V4.dof2.27 kB02-06-09 15:05
Visual3D_V4.dpr1.10 kB29-05-09 10:05
Visual3D_V4.exe930.50 kB03-06-09 08:57
Visual3D_V4.ico766.00 B11-02-09 01:01
170.00 B29-05-09 10:08
Visual3D_V4.res876.00 B07-04-09 14:18
Visual3D_V4.~dpr1.10 kB29-05-09 10:05
283.00 B09-07-08 10:26
1.63 kB10-07-06 20:23
GLCg_BCB5.bpk2.37 kB21-12-04 01:43
945.00 B21-12-04 01:43
GLCg_BCB5.res1.50 kB21-12-04 01:43
GLSceneBCB5.bpg1.42 kB21-12-04 01:43
GLSceneBCB5.bpk9.65 kB27-03-05 05:40
9.29 kB27-03-05 05:40
GLSceneBCB5.res1.50 kB21-12-04 01:43
GLSS_BASS_BCB5.bpk2.32 kB21-12-04 01:43
820.00 B21-12-04 01:43
GLSS_BASS_BCB5.res1.50 kB21-12-04 01:43
GLSS_FMOD_BCB5.bpk2.37 kB21-12-04 01:43
820.00 B21-12-04 01:43
GLSS_FMOD_BCB5.res1.50 kB21-12-04 01:43
GLS_ODE_BCB5.bpk2.63 kB21-12-04 01:43
1.08 kB21-12-04 01:43
GLS_ODE_BCB5.res1.50 kB21-12-04 01:43
GLS_SDL_BCB5.bpk2.46 kB21-12-04 01:43
954.00 B21-12-04 01:43
GLS_SDL_BCB5.res1.50 kB21-12-04 01:43
GLCg_BCB6.bpk4.32 kB18-12-04 06:50
528.00 B15-10-04 02:35
GLCg_BCB6.res1.50 kB15-10-04 02:35
GLSceneBCB6.bpg1.42 kB10-12-04 03:11
GLSceneBCB6.bpk39.17 kB27-03-05 05:41
1.84 kB15-10-04 02:35
GLSceneBCB6.res1.47 kB15-10-04 02:35
GLSS_BASS_BCB6.bpk4.03 kB18-12-04 06:50
522.00 B15-10-04 02:35
GLSS_BASS_BCB6.res1.50 kB15-10-04 02:35
GLSS_FMOD_BCB6.bpk4.03 kB18-12-04 06:50
522.00 B15-10-04 02:35
GLSS_FMOD_BCB6.res1.50 kB15-10-04 02:35
GLS_ODE_BCB6.bpk4.99 kB24-12-04 06:26
522.00 B15-10-04 02:35
GLS_ODE_BCB6.res1.50 kB15-10-04 02:35
GLS_SDL_BCB6.bpk4.76 kB24-12-04 06:26
530.00 B15-10-04 02:35
GLS_SDL_BCB6.res1.50 kB15-10-04 02:35
BCBDemos.bpg4.58 kB03-10-05 04:19
454.00 B24-12-04 06:31
FPSMovement.bpr2.15 kB24-12-04 06:27
713.00 B21-12-04 04:01
FPSMovement.res876.00 B21-12-04 04:01
4.88 kB24-02-05 03:31
Unit1.dfm12.10 kB31-10-04 06:06
2.44 kB31-10-04 06:06
CgSimple.bpr2.81 kB24-12-04 06:27
782.00 B21-12-04 04:01
CgSimple.res876.00 B21-12-04 04:01
Simple_fp.cg511.00 B31-10-04 06:06
Simple_vp.cg1.69 kB31-10-04 06:06
5.71 kB21-12-04 04:01
Unit1.dfm8.79 kB02-07-05 23:51
3.11 kB31-10-04 06:06
boxedin.bpr2.14 kB24-12-04 06:27
709.00 B21-12-04 04:01
boxedin.res876.00 B21-12-04 04:01
4.83 kB24-02-05 03:32
Unit1.dfm5.15 kB31-10-04 06:06
2.17 kB31-10-04 06:06
octreedemo.bpr2.15 kB24-12-04 06:27
712.00 B21-12-04 04:01
octreedemo.res876.00 B21-12-04 04:01
3.99 kB24-02-05 03:32
Unit1.dfm4.36 kB31-10-04 06:06
2.10 kB31-10-04 06:06
50.00 B27-12-04 04:47
mur_Ambiant.bmp768.05 kB27-12-04 04:47
mur_Hauteur.bmp192.05 kB27-12-04 04:47
mur_NormalMap.bmp192.05 kB27-12-04 04:47
SimpleGLSL.bpr2.12 kB27-12-04 04:47
721.00 B27-12-04 04:47
SimpleGLSL.res876.00 B27-12-04 04:47
11.25 kB29-12-04 23:58
SimpleGLSLUnit.dfm4.61 kB02-07-05 23:51
2.80 kB27-12-04 04:47
teapot.3ds20.76 kB27-12-04 04:47
blinn.glsl449.00 B27-12-04 04:47
bump2.frag1.16 kB27-12-04 04:47
bump2.vert740.00 B27-12-04 04:47
lambert.glsl306.00 B27-12-04 04:47
parallax.frag491.00 B27-12-04 04:47
parallax.vert551.00 B27-12-04 04:47
phong.glsl515.00 B27-12-04 04:47
rim.glsl608.00 B27-12-04 04:47
sharpspecular.glsl578.00 B27-12-04 04:47
sheen.glsl1,021.00 B27-12-04 04:47
thinplastic.glsl528.00 B27-12-04 04:47
toon.frag513.00 B27-12-04 04:47
toon.vert340.00 B27-12-04 04:47
velvet.glsl687.00 B27-12-04 04:47
vertex.glsl535.00 B27-12-04 04:47
fxy.bpr2.12 kB24-12-04 06:27
705.00 B21-12-04 04:01
fxy.res876.00 B21-12-04 04:01
1.88 kB21-12-04 04:01
Unit1.dfm3.50 kB21-12-04 04:01
1.62 kB31-10-04 06:06
splines.bpr2.14 kB24-12-04 06:27
709.00 B21-12-04 04:01
splines.res876.00 B21-12-04 04:01
1.46 kB21-12-04 04:01
Unit1.dfm1.41 kB21-12-04 04:01
1.34 kB31-10-04 06:06
bass.lib11.50 kB10-12-04 11:47
cg.lib18.00 kB10-12-04 02:35
cgDLL.zip629.20 kB23-12-04 02:52
cggl.lib10.00 kB10-12-04 02:35
fmod.lib30.50 kB23-12-04 00:53
msvcrt.lib71.50 kB10-12-04 02:35
ode.lib38.50 kB10-12-04 11:47
sdl.lib18.00 kB10-12-04 02:35
mirror.bpr2.13 kB24-12-04 06:27
708.00 B21-12-04 04:01
mirror.res876.00 B21-12-04 04:01
3.46 kB21-12-04 04:01
Unit1.dfm6.64 kB31-10-04 06:06
2.39 kB31-10-04 06:06
multipass.bpr2.14 kB03-10-05 04:30
711.00 B03-10-05 04:30
multipass.res876.00 B03-10-05 04:30
6.84 kB03-10-05 04:30
Unit1.dfm3.18 kB03-10-05 04:30
2.50 kB03-10-05 04:30
Transparency.bpr2.16 kB03-10-05 04:30
714.00 B03-10-05 04:30
Transparency.res876.00 B03-10-05 04:30
4.23 kB03-10-05 04:30
Unit1.dfm5.41 kB03-10-05 04:30
1.90 kB03-10-05 04:30
ashwood.jpg9.08 kB31-10-04 06:06
basinMask.bmp2.06 kB31-10-04 06:06
beer.3ds16.89 kB31-10-04 06:06
beigemarble.jpg2.70 kB31-10-04 06:06
BigHoleBox2.ms3d2.91 kB31-10-04 06:06
BoxedIn.3ds235.36 kB31-10-04 06:06
brush.bmp358.00 B31-10-04 06:06
bunny.glsm206.73 kB31-10-04 06:06
bunnynormals.jpg153.99 kB31-10-04 06:06
cape.3ds6.08 kB31-10-04 06:06
ChillyWind.mp33.24 kB31-10-04 06:06
chimes.wav7.07 kB31-10-04 06:06
chrome_buckle.bmp5.05 kB31-10-04 06:06
chrome_glass.bmp5.05 kB31-10-04 06:06
clouds.jpg32.61 kB31-10-04 06:06
clover.jpg5.44 kB31-10-04 06:06
cm_back.jpg5.65 kB31-10-04 06:06
cm_bottom.jpg5.87 kB31-10-04 06:06
cm_front.jpg6.75 kB31-10-04 06:06
cm_left.jpg4.58 kB31-10-04 06:06
cm_right.jpg6.47 kB31-10-04 06:06
cm_top.jpg1.89 kB31-10-04 06:06
cursor.bmp246.00 B31-10-04 06:06
Cylinder.ms3d24.32 kB31-10-04 06:06
darkgold_font.bmp30.15 kB31-10-04 06:06
Default.layout7.05 kB31-10-04 06:06
DefaultSkin.bmp48.05 kB31-10-04 06:06
detailmap.jpg2.92 kB31-10-04 06:06
drumloop.wav21.17 kB31-10-04 06:06
duck1.nurbs6.82 kB31-10-04 06:06
duck2.nurbs3.17 kB31-10-04 06:06
duck3.nurbs1.36 kB31-10-04 06:06
Flare1.bmp17.05 kB31-10-04 06:06
GLScene.bmp17.05 kB31-10-04 06:06
GLScene_alpha.bmp17.05 kB31-10-04 06:06
HalfSphere.ms3d63.79 kB31-10-04 06:06
HighPolyObject.3ds225.83 kB31-10-04 06:06
howl.mp39.32 kB31-10-04 06:06
108.00 B31-10-04 06:06
icecraterbk.jpg23.86 kB31-10-04 06:06
icecraterdn.jpg2.55 kB31-10-04 06:06
icecraterft.jpg20.27 kB31-10-04 06:06
icecraterlf.jpg20.58 kB31-10-04 06:06
icecraterrt.jpg24.30 kB31-10-04 06:06
icecraterup.jpg4.53 kB31-10-04 06:06
jump.smd81.82 kB31-10-04 06:06
leather_cape.jpg5.37 kB31-10-04 06:06
lgrid.3ds16.54 kB31-10-04 06:06
long_jump.smd50.84 kB31-10-04 06:06
look_left_right.smd8.14 kB31-10-04 06:06
Map.3ds2.60 kB31-10-04 06:06
maple_multi.tga78.43 kB31-10-04 06:06
marbletiles.jpg15.23 kB31-10-04 06:06
moon.bmp17.05 kB31-10-04 06:06
mushroom.3ds11.98 kB31-10-04 06:06
noise.bmp65.05 kB31-10-04 06:06
pen.bmp358.00 B31-10-04 06:06
polyhedron.3ds1.16 kB31-10-04 06:06
Quake2Animations.aaf296.00 B31-10-04 06:06
rawwall.jpg17.37 kB31-10-04 06:06
run.smd55.57 kB31-10-04 06:06
snow512.jpg95.44 kB31-10-04 06:06
teapot.3ds20.76 kB31-10-04 06:06
terrain.bmp65.05 kB31-10-04 06:06
toonfont.bmp21.99 kB31-10-04 06:06
trinitypantsF.bmp65.05 kB31-10-04 06:06
TRINITYrage.glsc1.62 kB31-10-04 06:06
TRINITYrage.smd182.13 kB31-10-04 06:06
trinityskin3.bmp40.12 kB31-10-04 06:06
&unwrapped&0.00 B100% 31-10-04
walk.smd57.97 kB31-10-04 06:06
walkway.jpg32.36 kB31-10-04 06:06
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5.61 kB10-06-04 18:22
PathControl.dpr189.00 B28-07-01 19:56
PathControl.res1.67 kB13-08-01 00:12
Unit1.dfm2.32 kB03-07-03 03:37
3.15 kB27-10-03 02:22
Torque.dpr186.00 B28-07-01 19:56
Torque.res1.67 kB13-08-01 00:12
Unit1.dfm2.96 kB05-10-02 04:32
3.41 kB22-07-03 02:00
canvas.dpr186.00 B22-01-02 06:09
canvas.res1.53 kB22-01-02 06:09
Unit1.dfm2.63 kB25-02-04 22:44
6.56 kB20-04-04 05:29
Megacube.dpr188.00 B28-07-01 19:56
MegaCube.res1.67 kB13-08-01 00:12
Unit1.dfm1.35 kB30-11-02 03:09
4.55 kB31-03-04 19:27
Megaglasscube.dpr193.00 B27-01-02 05:50
MegaglassCube.res1.67 kB27-01-02 05:50
Unit1.dfm1.34 kB05-10-02 04:32
2.94 kB27-10-03 02:22
smoking.dpr187.00 B02-03-05 23:25
smoking.res876.00 B02-03-05 23:25
Unit1.dfm5.83 kB02-03-05 23:25
1.63 kB02-03-05 23:25
Unit1.dfm3.69 kB26-05-04 21:39
3.23 kB26-05-04 21:39
volcano.dpr187.00 B10-09-01 01:00
volcano.res1.67 kB10-09-01 01:00
Unit1.dfm2.02 kB05-10-02 04:32
4.01 kB27-10-03 02:22
Whirlwind.dpr189.00 B28-07-01 19:56
Whirlwind.res1.67 kB13-08-01 02:36
cellshading.dpr191.00 B09-02-04 13:44
cellshading.res876.00 B09-02-04 13:44
cellshading_fp.cg1.07 kB27-05-04 13:59
cellshading_vp.cg1.09 kB09-02-04 13:44
Unit1.dfm2.41 kB09-02-04 13:44
4.51 kB09-02-04 13:44
CgSimple.dpr238.00 B09-07-03 01:42
CgSimple.res876.00 B09-07-03 01:42
Simple_fp.cg511.00 B03-01-04 02:13
Simple_vp.cg1.69 kB09-07-03 01:42
Unit1.dfm13.14 kB20-01-04 22:37
7.74 kB20-01-04 22:37
CgTexture.dpr251.00 B09-07-03 01:40
CgTexture.res1.64 kB03-01-04 02:13
cg_texture_fp.cg742.00 B09-07-03 01:40
cg_texture_vp.cg970.00 B09-07-03 01:40
Unit1.dfm20.19 kB20-01-04 22:38
9.47 kB14-02-04 01:21
boxedin.dpr235.00 B06-04-02 01:02
boxedin.res876.00 B17-03-02 22:10
Unit1.dfm5.30 kB22-05-03 10:53
4.91 kB27-10-03 02:22
facevsface.dpr190.00 B23-01-03 03:01
facevsface.res1.67 kB23-01-03 03:01
Unit1.dfm5.54 kB22-07-03 02:00
8.78 kB27-10-03 02:22
meshhit.dpr187.00 B04-01-02 23:05
meshhit.res876.00 B04-01-02 23:05
Unit1.dfm3.19 kB08-05-04 18:38
4.35 kB08-05-04 18:38
octreedemo.dpr190.00 B14-03-02 01:31
octreedemo.res876.00 B14-03-02 01:31
Unit1.dfm4.38 kB22-07-03 02:00
4.30 kB02-08-04 02:22
raycast.dpr245.00 B27-08-01 06:09
raycast.res1.76 kB23-08-01 20:46
Unit1.dfm4.78 kB22-07-03 02:00
4.13 kB27-10-03 02:22
sphere.dpr186.00 B28-07-01 19:56
sphere.res876.00 B28-07-01 19:56
Unit1.dfm2.41 kB08-07-03 21:06
1.55 kB05-10-02 04:32
bendingcyl.dpr190.00 B28-07-01 20:00
bendingcyl.res1.53 kB27-02-02 00:14
Unit1.dfm1.32 kB22-07-03 02:00
2.71 kB27-10-03 02:22
cutoutstar.dpr190.00 B28-07-01 20:00
cutoutstar.res876.00 B28-07-01 20:00
Unit1.dfm1.55 kB05-10-02 04:32
2.78 kB27-10-03 02:22
nutsnbolts.dpr190.00 B28-07-01 20:00
nutsnbolts.res876.00 B28-07-01 20:00
Unit1.dfm4.48 kB22-07-03 02:00
2.30 kB27-10-03 02:22
pawn.dpr184.00 B28-07-01 20:00
pawn.res1.53 kB27-02-02 00:14
Unit1.dfm5.12 kB22-07-03 02:00
3.57 kB05-10-02 04:32
tentacles.dpr189.00 B26-11-01 00:10
tentacles.res876.00 B26-11-01 00:10
Unit1.dfm2.71 kB22-07-03 02:00
3.59 kB27-10-03 02:22
ocean.dpr185.00 B25-05-04 23:26
ocean.res876.00 B25-05-04 23:26
ocean_fp.glsl1.09 kB26-05-04 23:23
ocean_vp.glsl2.17 kB15-02-05 00:39
Unit1.dfm4.71 kB26-05-04 23:23
7.46 kB26-05-04 23:23
fxy.dpr183.00 B28-07-01 20:00
fxy.res876.00 B28-07-01 20:00
Unit1.dfm3.72 kB22-07-03 02:00
3.22 kB27-10-03 02:22
heightfield.dpr191.00 B28-07-01 20:00
heightfield.res1.53 kB27-02-02 00:14
Unit1.dfm4.85 kB05-10-02 04:32
6.74 kB27-10-03 02:22
points.dpr186.00 B28-09-02 04:21
points.res1.69 kB28-09-02 04:21
Unit1.dfm2.29 kB28-05-03 20:20
3.77 kB27-10-03 02:22
projection.dpr190.00 B21-05-03 00:47
projection.res876.00 B21-05-03 00:47
Unit1.dfm2.68 kB22-07-03 02:00
4.31 kB20-04-04 05:30
splines.dpr187.00 B28-07-01 20:00
splines.res1.67 kB13-08-01 00:12
Unit1.dfm1.47 kB05-10-02 04:32
1.63 kB27-10-03 02:22
bmpfont.dpr187.00 B28-07-01 20:00
bmpfont.res1.53 kB27-02-02 00:14
Unit1.dfm2.63 kB22-07-03 02:00
2.64 kB22-07-03 02:00
Camera.dpr186.00 B28-07-01 20:00
Camera.res1.67 kB13-08-01 00:12
Unit1.dfm1.73 kB05-10-02 04:32
3.62 kB27-10-03 02:22
cursor.dpr186.00 B28-07-01 20:00
cursor.res876.00 B28-07-01 20:00
Unit1.dfm3.64 kB22-07-03 02:00
5.90 kB05-10-02 04:32
Fading.dpr186.00 B28-07-01 20:00
Fading.res1.67 kB13-08-01 00:12
Unit1.dfm2.70 kB13-01-04 03:37
3.78 kB13-01-04 03:37
fontcolor.dpr189.00 B12-06-02 21:07
fontcolor.res876.00 B12-06-02 21:07
Unit1.dfm3.41 kB22-07-03 02:00
2.48 kB27-10-03 02:22
guidemo.dpr187.00 B30-09-02 00:31
guidemo.res1.67 kB30-09-02 00:31
Unit1.dfm32.29 kB02-02-03 18:51
4.96 kB02-08-04 02:22
guipaint.dpr188.00 B02-05-03 08:28
guipaint.res876.00 B03-07-03 04:30
Unit1.dfm24.99 kB02-05-03 08:28
10.21 kB02-08-04 02:22
hfpick.dpr186.00 B12-06-02 04:26
hfpick.res1.53 kB12-06-02 04:26
Unit1.dfm3.27 kB22-07-03 02:00
4.74 kB27-10-03 02:22
Pick.dpr184.00 B28-07-01 20:00
Pick.res1.67 kB13-08-01 00:12
Unit1.dfm2.30 kB22-07-03 02:00
2.45 kB22-07-03 02:00
Unit1.dfm2.97 kB16-12-04 08:32
4.01 kB16-12-04 08:32
Unit2.dfm500.00 B16-12-04 08:32
334.00 B16-12-04 08:32
winfont.dpr262.00 B16-12-04 08:32
Unit1.dfm3.02 kB22-07-03 02:00
4.04 kB22-07-03 02:00
Unit2.dfm500.00 B30-09-02 00:53
334.00 B30-09-02 00:53
winfont.dpr262.00 B30-09-02 00:31
winfont.res1.67 kB29-09-02 00:31
cubemap.dpr187.00 B16-12-01 07:39
cubemap.res876.00 B16-12-01 07:39
Unit1.dfm1.47 kB22-07-03 02:00
3.70 kB24-07-03 03:45
customquad.dpr190.00 B28-07-01 20:11
customquad.res876.00 B28-07-01 20:11
Unit1.dfm2.17 kB22-07-03 02:00
2.90 kB20-04-04 05:30
dyncubemap.dpr190.00 B17-12-01 09:51
dyncubemap.res876.00 B17-12-01 09:51
Unit1.dfm5.16 kB22-07-03 02:00
4.04 kB03-03-05 03:08
Fire2D.dpr192.00 B06-03-02 04:09
Fire2D.res1.53 kB02-07-02 04:08
MainUnit.dfm3.17 kB22-07-03 02:00
16.23 kB24-07-03 03:45
matscript.dpr189.00 B06-07-04 08:11
matscript.res876.00 B06-07-04 08:11
1.15 kB06-07-04 08:11
1.16 kB09-09-04 07:40
1.39 kB09-09-04 07:40
Unit1.dfm42.62 kB03-03-05 02:45
1.83 kB03-03-05 02:45
mirror.dpr186.00 B09-12-01 04:09
mirror.res876.00 B13-12-01 05:42
Unit1.dfm8.00 kB22-07-03 02:00
6.52 kB22-07-03 02:00
multimaterial.dpr193.00 B29-07-03 19:39
multimaterial.res1.53 kB29-07-03 19:39
Unit1.dfm2.03 kB01-08-04 05:40
3.43 kB30-07-03 12:24
multipass.dpr189.00 B09-07-02 04:23
multipass.res1.53 kB09-07-02 04:23
Unit1.dfm3.40 kB20-04-04 05:30
6.72 kB13-01-04 02:22
Main.dfm2.97 kB22-07-03 02:00
3.62 kB05-10-02 04:32
Multitexture.dpr190.00 B28-07-01 20:11
Multitexture.res1.67 kB13-08-01 00:12
procedural.dpr190.00 B12-12-02 04:11
procedural.res876.00 B12-12-02 04:11
Unit1.dfm5.12 kB22-07-03 02:00
3.05 kB12-12-02 04:11
procedural.dpr190.00 B16-10-04 00:10
Unit1.dfm8.38 kB16-10-04 00:10
7.14 kB16-10-04 00:10
texanim.dpr187.00 B28-07-01 20:11
texanim.res1.67 kB13-08-01 00:12
Unit1.dfm1.60 kB22-07-03 02:00
3.36 kB05-10-02 04:32
texcombine.dpr190.00 B24-05-03 04:24
texcombine.res1.53 kB24-05-03 04:24
Unit1.dfm6.76 kB22-07-03 02:00
4.14 kB24-07-03 03:45
texformat.dpr189.00 B28-07-01 20:11
texformat.res876.00 B28-07-01 20:11
Unit1.dfm4.24 kB22-07-03 02:00
4.30 kB05-10-02 04:32
Transparency.dpr192.00 B28-07-01 20:11
Transparency.res1.67 kB13-08-01 00:12
Unit1.dfm5.35 kB22-07-03 02:00
4.33 kB27-10-03 02:22
ashwood.jpg9.08 kB28-07-01 20:11
basinMask.bmp2.06 kB02-04-04 23:56
beer.3ds16.89 kB29-04-04 00:03
beigemarble.jpg2.70 kB21-01-02 23:09
BigHoleBox2.ms3d2.91 kB24-06-03 04:44
BoxedIn.3ds235.36 kB17-03-02 22:10
brush.bmp358.00 B02-05-03 08:19
bunny.glsm206.74 kB30-09-04 14:07
bunnynormals.jpg153.99 kB28-07-04 14:16
cape.3ds6.08 kB04-12-03 13:22
ChillyWind.mp33.24 kB27-02-02 17:54
chimes.wav7.07 kB27-02-02 09:38
chrome_buckle.bmp5.05 kB18-03-02 02:52
chrome_glass.bmp5.05 kB18-03-02 02:52
clouds.jpg32.61 kB30-11-03 02:06
clover.jpg5.44 kB28-07-01 20:11
cm_back.jpg5.65 kB16-12-01 07:44
cm_bottom.jpg5.87 kB16-12-01 07:44
cm_front.jpg6.75 kB16-12-01 07:44
cm_left.jpg4.58 kB16-12-01 07:44
cm_right.jpg6.47 kB16-12-01 07:44
cm_top.jpg1.89 kB16-12-01 07:44
cursor.bmp246.00 B28-07-01 20:11
Cylinder.ms3d24.32 kB13-07-03 00:33
darkgold_font.bmp30.15 kB28-07-01 20:11
Default.layout7.05 kB11-08-03 00:55
DefaultSkin.bmp48.05 kB11-08-03 00:55
detailmap.jpg2.92 kB28-07-01 20:11
drumloop.wav21.17 kB28-07-01 20:11
duck1.nurbs6.82 kB18-08-03 19:52
duck2.nurbs3.17 kB11-08-03 17:21
duck3.nurbs1.36 kB15-08-03 13:30
Flare1.bmp17.05 kB02-12-01 06:43
font1.gsf133.07 kB16-12-04 08:15
font2.gsf133.07 kB16-12-04 08:15
GLScene.bmp17.05 kB28-07-01 20:11
GLScene_alpha.bmp17.05 kB30-07-03 12:25
HalfSphere.ms3d63.79 kB24-06-03 04:44
HighPolyObject.3ds225.83 kB14-03-02 03:44
howl.mp39.32 kB27-02-02 09:37
108.00 B28-11-03 03:06
icecraterbk.jpg23.86 kB28-11-03 03:06
icecraterdn.jpg2.55 kB28-11-03 03:06
icecraterft.jpg20.27 kB28-11-03 03:06
icecraterlf.jpg20.58 kB28-11-03 03:06
icecraterrt.jpg24.30 kB28-11-03 03:06
icecraterup.jpg4.53 kB28-11-03 03:06
jump.smd81.82 kB18-03-02 02:52
leather_cape.jpg5.37 kB04-12-03 13:22
lgrid.3ds16.54 kB13-07-03 00:18
long_jump.smd50.84 kB18-03-02 02:52
look_left_right.smd8.14 kB22-03-02 12:42
Map.3ds2.60 kB10-06-04 04:43
maple_multi.tga78.43 kB28-11-03 19:27
marbletiles.jpg15.23 kB28-07-01 20:11
moon.bmp17.05 kB27-02-02 05:13
mushroom.3ds11.98 kB28-07-01 20:11
noise.bmp65.05 kB26-05-04 23:22
pen.bmp358.00 B02-05-03 08:19
polyhedron.3ds1.16 kB28-07-01 20:11
projector.tga192.53 kB16-06-05 02:42
Quake2Animations.aaf296.00 B28-07-01 20:11
rawwall.jpg17.37 kB28-07-01 20:11
run.smd55.57 kB18-03-02 02:52
snow512.jpg95.44 kB28-07-01 20:11
teapot.3ds20.76 kB24-01-03 04:00
terrain.bmp65.05 kB28-07-01 20:11
toonfont.bmp21.99 kB12-06-02 21:07
tree1.bmp192.05 kB04-12-04 00:13
trinitypantsF.bmp65.05 kB18-03-02 02:52
TRINITYrage.glsc1.62 kB04-12-03 13:22
TRINITYrage.smd182.13 kB18-03-02 02:52
trinityskin3.bmp40.12 kB18-03-02 02:52
&unwrapped&0.00 B100% 30-11-03
walk.smd57.97 kB18-03-02 02:52
walkway.jpg32.36 kB28-07-01 20:11
waste.jpg12.84 kB28-07-01 20:11
waste.md2268.97 kB28-07-01 20:11
2.05 kB28-07-01 20:11
wastecell.jpg23.87 kB09-02-04 13:27
weaponWaste.jpg2.71 kB28-07-01 20:11
weaponWaste.md231.86 kB28-07-01 20:11
zbark_016.jpg61.84 kB28-11-03 19:27
Actor.dpr185.00 B28-07-01 20:11
Actor.res1.67 kB13-08-01 02:36
Unit1.dfm7.01 kB22-07-03 02:00
7.33 kB27-10-03 02:22
actortwocam.dpr191.00 B28-07-01 20:11
actortwocam.res1.67 kB13-08-01 02:36
Unit1.dfm5.77 kB22-07-03 02:00
7.68 kB27-10-03 02:22
centering.dpr189.00 B28-07-01 20:11
centering.res876.00 B28-07-01 20:11
Unit1.dfm2.90 kB22-07-03 02:00
1.65 kB05-06-03 14:25
CSGDemo.dpr201.00 B03-12-03 20:34
MainFormUnit.dfm3.99 kB03-12-03 20:34
6.82 kB03-12-03 20:34
ducky.dpr185.00 B11-08-03 19:33
ducky.res876.00 B11-08-03 19:33
Unit1.dfm2.37 kB22-04-04 17:03
3.08 kB22-04-04 17:03
ExPolygon.dpr199.00 B28-07-01 20:11
ExPolygon.res1.67 kB13-08-01 00:12
ExPolygon1.dfm2.06 kB22-07-03 02:00
6.40 kB27-10-03 02:22
feedback.dpr188.00 B23-07-04 15:53
feedback.res1.53 kB23-07-04 15:53
Unit1.dfm1.96 kB23-07-04 15:53
3.92 kB23-07-04 15:53
Formula.dpr187.00 B28-07-01 20:11
formula.res1.67 kB13-08-01 00:12
Unit1.dfm2.97 kB20-04-04 05:30
6.42 kB01-01-04 20:23
Mushroom.dpr188.00 B28-07-01 20:11
mushroom.res1.67 kB13-08-01 00:12
Unit1.dfm3.39 kB22-07-03 02:00
4.57 kB27-10-03 02:22
portal.dpr186.00 B28-07-01 20:11
portal.res1.67 kB27-08-01 06:09
Unit1.dfm4.54 kB22-07-03 02:00
7.70 kB05-10-02 04:32
shadedterrain.dpr248.00 B21-02-04 04:06
shadedterrain.res876.00 B21-02-04 04:06
Unit1.dfm22.43 kB02-04-04 20:44
8.25 kB23-09-04 14:53
skeletal.dpr188.00 B18-03-02 02:51
skeletal.res876.00 B18-03-02 02:51
Unit1.dfm4.98 kB22-07-03 02:00
6.83 kB05-06-03 12:53
subdivide.dpr189.00 B16-01-03 01:44
subdivide.res1.53 kB16-01-03 01:44
Unit1.dfm3.56 kB22-07-03 02:01
8.40 kB27-10-03 02:22
synthterr.dpr189.00 B17-06-02 03:21
synthterr.res1.67 kB17-06-02 03:21
Unit1.dfm2.27 kB22-07-03 02:01
9.12 kB27-10-03 02:22
terrain.dpr187.00 B28-07-01 20:11
terrain.res876.00 B07-05-03 22:05
Unit1.dfm6.71 kB10-06-04 21:15
11.70 kB10-06-04 21:15
tiles.dpr238.00 B12-02-04 02:01
Unit1.dfm3.54 kB18-02-04 21:02
6.40 kB20-04-04 05:30
tree.dpr184.00 B20-01-04 11:04
tree.res876.00 B20-01-04 11:04
Unit1.dfm9.12 kB28-11-03 19:27
9.07 kB28-11-03 19:27
Column.dpr186.00 B28-07-01 20:16
Column.res1.67 kB13-08-01 00:12
Unit1.dfm1.32 kB22-07-03 02:01
3.28 kB27-10-03 02:22
events.dpr186.00 B08-02-02 04:31
events.res1.53 kB13-02-02 03:10
Unit1.dfm3.20 kB22-07-03 02:01
1.96 kB05-10-02 04:32
Hierarchy.dpr189.00 B28-07-01 20:16
Hierarchy.res1.67 kB13-08-01 00:12
Unit1.dfm3.04 kB08-07-03 21:05
2.48 kB08-07-03 21:05
Manual.dpr186.00 B28-07-01 20:16
Manual.res1.67 kB13-08-01 00:12
Unit1.dfm2.88 kB05-10-02 04:32
2.44 kB05-10-02 04:32
objmove.dpr187.00 B28-07-01 20:16
objmove.res1.67 kB13-08-01 00:12
Unit1.dfm7.66 kB22-07-03 02:01
6.00 kB27-10-03 02:22
pointto.dpr187.00 B07-12-01 23:10
pointto.res1.70 kB07-12-01 23:10
Unit1.dfm4.27 kB22-07-03 02:01
1.74 kB27-10-03 02:22
Pong.dpr184.00 B28-07-01 20:16
Pong.res1.67 kB13-08-01 00:12
Unit1.dfm5.43 kB06-10-03 05:55
4.47 kB27-10-03 02:22
clothactor.dpr190.00 B04-12-03 13:35
clothactor.res1.76 kB04-12-03 13:35
Unit1.dfm4.17 kB20-04-04 05:30
10.19 kB20-04-04 05:30
Clothify.dpr214.00 B27-06-03 20:21
Clothify.res876.00 B24-06-03 04:35
fClothify.dfm12.49 kB02-12-03 10:23
17.87 kB20-04-04 05:30
fFurBall.dfm7.82 kB19-03-04 10:14
11.84 kB14-04-04 08:31
FurBall.dpr208.00 B06-03-04 11:56
FurBall.res876.00 B06-03-04 11:56
machine.dpr187.00 B17-06-03 13:05
machine.res1.53 kB17-06-03 13:05
Unit1.dfm8.34 kB13-12-04 13:46
2.15 kB13-12-04 13:46
odeterrain.dpr190.00 B11-11-03 13:59
odeterrain.res876.00 B11-11-03 13:59
Unit1.dfm8.06 kB09-12-04 12:16
7.65 kB08-12-04 19:14
simple.dpr186.00 B09-06-03 19:44
simple.res1.53 kB09-06-03 19:44
Unit1.dfm5.69 kB10-12-04 13:26
6.67 kB10-12-04 13:26
basicsdl.dpr219.00 B17-12-01 02:12
basicsdl.res1.69 kB28-09-02 00:03
Unit1.dfm1.07 kB05-10-02 04:32
3.66 kB24-07-03 03:45
Project1.dpr188.00 B06-10-04 07:50
Project1.res876.00 B06-10-04 07:50
Unit1.dfm4.02 kB08-10-04 08:38
2.94 kB08-10-04 08:38
bunnybump.dpr189.00 B28-07-04 14:15
bunnybump.res1.53 kB28-07-04 14:15
Unit1.dfm5.89 kB11-10-04 19:20
6.73 kB07-01-05 12:12
celshading.dpr190.00 B28-05-04 19:09
celshading.res1.53 kB28-05-04 19:09
Unit1.dfm2.95 kB28-05-04 19:09
2.47 kB09-06-04 14:08
culling.dpr187.00 B28-07-01 20:16
culling.res876.00 B28-07-01 20:16
Unit1.dfm4.00 kB22-07-03 02:01
4.27 kB05-06-03 14:41
fog.dpr183.00 B30-07-03 22:34
fog.res876.00 B30-07-03 22:34
Unit1.dfm4.17 kB30-07-03 22:34
5.27 kB30-07-03 22:34
fullscreen.dpr221.00 B25-01-02 00:30
fullscreen.res876.00 B25-01-02 00:30
Unit1.dfm1.47 kB22-07-03 02:01
2.95 kB25-07-03 03:51
invariance.dpr190.00 B10-01-04 03:36
invariance.res876.00 B20-04-04 19:20
Unit1.dfm4.19 kB10-01-04 03:36
1.43 kB10-01-04 03:36
lining.dpr186.00 B04-12-03 15:57
lining.res1.53 kB04-12-03 03:39
Unit1.dfm10.06 kB14-12-03 15:54
3.57 kB13-12-03 15:41
memviewer.dpr189.00 B05-09-01 08:16
memviewer.res1.67 kB05-09-01 08:16
Unit1.dfm2.79 kB05-10-02 04:32
3.69 kB27-10-03 02:22
multiproxy.dpr245.00 B25-11-03 05:27
multiproxy.res1.53 kB25-11-03 05:27
Unit1.dfm3.82 kB25-11-03 05:27
3.73 kB25-11-03 05:27
fOctreeDemo.dfm3.46 kB22-07-03 02:01
12.26 kB20-04-04 05:30
OctreeDemo.dpr226.00 B23-06-03 09:43
OctreeDemo.res876.00 B23-06-03 07:30
phong.dpr185.00 B11-10-04 17:55
phong.res876.00 B11-10-04 17:55
Unit1.dfm2.38 kB11-10-04 17:55
2.29 kB11-10-04 18:11
fQuadtreeVisCulling.dfm5.93 kB07-12-04 10:19
9.12 kB10-12-04 00:53
QuadtreeVisCulling.dpr274.00 B03-12-04 20:35
QuadtreeVisCulling.res876.00 B03-12-04 20:35
Project1.dpr188.00 B07-12-03 00:22
Project1.res876.00 B07-12-03 00:22
Unit1.dfm5.63 kB07-12-03 00:22
5.78 kB07-12-03 02:30
tobitmap.dpr263.00 B08-01-02 00:28
tobitmap.res1.53 kB28-02-02 05:35
Unit1.dfm4.15 kB14-05-04 00:54
6.61 kB14-05-04 00:54
Unit2.dfm300.00 B21-05-03 19:38
331.00 B08-01-02 00:28
dwsshader.dpr189.00 B26-10-04 15:33
dwsshader.res876.00 B26-10-04 15:33
Unit1.dfm5.12 kB09-11-04 12:52
3.96 kB09-11-04 12:52
glscript.dpr186.00 B23-09-04 18:46
glscript.res1.52 kB23-09-04 18:46
main.dfm4.50 kB23-09-04 18:46
3.91 kB23-09-04 18:46
scriptbasics.dpr192.00 B28-04-04 14:03
scriptbasics.res1.53 kB28-04-04 14:03
Unit1.ddp51.00 B25-06-06 20:12
Unit1.dfm4.69 kB25-06-06 20:12
3.48 kB25-06-06 20:10
Project1.dpr188.00 B28-07-01 20:16
Project1.res1.67 kB06-02-02 05:09
Unit1.dfm7.17 kB22-07-03 02:01
6.58 kB27-10-03 02:22
beer.dpr184.00 B29-04-04 00:04
beer.res876.00 B29-04-04 00:04
Unit1.dfm6.64 kB29-04-04 00:04
2.48 kB29-04-04 00:04
boom.dpr184.00 B28-07-01 20:20
boom.res876.00 B28-07-01 20:20
Unit1.dfm3.21 kB05-10-02 04:32
4.62 kB27-10-03 02:22
candles.dpr187.00 B28-07-01 20:20
candles.res876.00 B28-07-01 20:20
Unit1.dfm5.40 kB22-07-03 02:01
2.91 kB22-07-03 02:01
fire.dpr184.00 B28-07-01 20:20
fire.res1.67 kB13-08-01 00:12
Unit1.dfm2.72 kB22-07-03 02:01
2.61 kB27-10-03 02:22
meshexplosion.dpr193.00 B19-03-02 01:48
meshexplosion.res1.53 kB19-03-02 01:48
Unit1.dfm3.28 kB22-07-03 02:01
3.53 kB08-07-03 21:15
motionblur.dpr190.00 B11-06-03 22:08
motionblur.res876.00 B11-06-03 22:08
Unit1.dfm3.42 kB20-04-04 05:30
4.94 kB01-01-04 20:32
PFXGallery.dpr208.00 B20-10-04 09:27
UPfxGallery.dfm165.96 kB20-10-04 09:27
3.64 kB21-10-04 07:50
ProjTextures.dpr192.00 B16-06-05 02:46
ProjTextures.res876.00 B16-06-05 02:46
Unit1.dfm5.86 kB16-06-05 02:46
5.08 kB16-06-05 02:46
shadowplane.dpr191.00 B24-09-02 04:40
shadowplane.res1.53 kB24-09-02 04:40
Unit1.dfm4.98 kB22-07-03 02:01
3.52 kB27-10-03 02:22
Main.dfm13.55 kB22-07-03 02:01
7.18 kB27-10-03 02:22
0.00 B2105 43%
Shadows.dpr188.00 B21-11-01 03:58
Shadows.res1.63 kB21-11-01 03:58
shadowvolumes.dpr248.00 B11-06-03 04:59
shadowvolumes.res1.53 kB11-06-03 04:59
Unit1.dfm10.35 kB21-06-04 02:39
7.04 kB22-06-04 07:39
spiral.dpr186.00 B23-01-02 10:48
spiral.res1.53 kB27-02-02 00:14
Unit1.dfm4.12 kB22-07-03 02:01
4.67 kB27-10-03 02:22
Thor.dpr184.00 B28-07-01 20:20
Thor.res1.67 kB27-08-01 06:09
Unit1.dfm10.51 kB01-08-04 01:14
5.07 kB06-06-04 02:00
Project1.dpr188.00 B15-10-04 00:15
Unit1.dfm2.32 kB15-10-04 00:15
3.41 kB15-10-04 00:15
Unit1.dfm4.31 kB05-10-02 04:32
6.28 kB27-10-03 02:22
warping.dpr187.00 B28-07-01 20:20
warping.res1.67 kB27-08-01 06:09
Unit1.dfm3.73 kB03-04-04 03:48
5.79 kB20-04-04 05:30
waterplane.dpr190.00 B01-04-04 04:45
waterplane.res876.00 B02-04-04 23:57
Caterpillar.dpr191.00 B28-07-01 20:20
Caterpillar.res1.67 kB13-08-01 00:12
Unit1.dfm2.92 kB05-10-02 04:32
3.89 kB27-10-03 02:22
Project1.dpr188.00 B04-05-04 05:21
Project1.res1.53 kB04-05-04 05:21
Unit1.dfm3.47 kB05-05-04 04:20
3.94 kB06-05-04 04:21
Particles.dpr189.00 B28-07-01 20:20
Particles.res1.67 kB13-08-01 00:12
Unit1.dfm2.18 kB05-10-02 04:32
4.10 kB27-10-03 02:22
fontgen.dpr191.00 B16-12-04 08:16
main.dfm2.12 kB16-12-04 08:16
1.31 kB16-12-04 08:16
GuiEditor.dpr203.00 B23-09-02 22:06
GuiEditor.res1.53 kB23-09-02 22:06
MainFormUnit.dfm5.20 kB11-01-03 14:01
7.12 kB11-01-03 14:01
Blue-Green-Red.pal134.00 B01-01-02 03:25
Blue-Green.pal74.00 B01-01-02 03:25
Etopo2.tpcfg168.00 B28-12-01 02:00
FMainForm.dfm38.51 kB18-02-05 22:36
15.88 kB18-02-05 22:36
FNavForm.dfm645.00 B28-09-02 00:03
2.07 kB29-01-03 04:10
FViewerForm.dfm32.39 kB28-09-02 00:03
9.49 kB27-10-03 02:22
Globe.tpcfg941.00 B28-12-01 06:53
&Gray&0.00 B64 51
&Gray&0.00 B64 51
&Gray&0.00 B100% 01-01-02
HTFViewer.dpr303.00 B28-12-01 01:58
HTFViewer.res876.00 B28-12-01 01:58
Maui_1k.tpcfg163.00 B28-12-01 02:00
1.17 kB25-12-01 03:22
TerrainBase.tpcfg158.00 B28-12-01 02:00
TerrainPack.dpr295.00 B30-01-03 03:56
TerrainPack.res1.53 kB30-01-03 03:56
JoystickDemo.dpr192.00 B13-08-01 00:12
JoystickDemo.res1.67 kB13-08-01 00:12
Unit1.dfm3.54 kB05-10-02 04:32
2.73 kB24-07-03 23:28
keymap.dpr186.00 B28-07-01 20:20
keymap.res1.67 kB13-08-01 00:12
Unit1.dfm1.48 kB28-09-02 00:03
2.22 kB28-07-01 20:20
Recorder.dpr188.00 B28-07-01 20:20
Recorder.res1.67 kB13-08-01 00:12
Unit1.dfm3.50 kB14-05-04 00:54
4.15 kB06-02-04 05:18
ScreensaverDemo.dpr240.00 B13-08-01 00:12
ScreensaverDemo.res1.67 kB13-08-01 00:12
Unit1.dfm3.48 kB22-07-03 02:01
2.75 kB22-07-03 02:01
Unit2.dfm3.82 kB22-07-03 02:01
4.05 kB22-07-03 02:01
GLScene.chm974.80 kB23-08-03 01:10
GLScene.hhc119.36 kB23-08-03 01:10
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