These tutorials focus mainly on OpenGL, Win32 programming and the ODE physics engine. OpenGL has moved on to great heights and I don't cover the newest features but cover all of the basic concepts you will need with working example programs.
Working with the Win32 API is a great way to get to the heart of Windows and is just as relevant today as ever before. Whereas ODE has been marginalized as hardware accelerated physics becomes more common.
Games and graphics utilities can be made quickly and easily using game engines like Unity so this and Linux development in general will be the focus of my next tutorials.
By Alan Baylis 13/03/2002
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Download for Visual Studio 7.0
The decals used in this demo are based on the method used by Nate Miller and you should have a read of his tutorial if you haven't already done so. I found that there were two different rendering styles needed to render different types of decals (bullet holes or burn marks) and the program demonstrates both. This type of decal would most likely be described as a first generation type as they are not clipped and do not cover multiple faces.
There is surprisingly little (free) information about decals on the net which may be due to the fact that they are relatively new. The newest method is called 'decal mapping' and I have a fair idea of how it is done but will wait until I find at least one example/explanation of the method before I give it a go.