I started with a static triangle and progressed to a triangle that warps a bit and fades with a solid colour.

The triangle now warps a bit and flies around while fading a different colour on each vertex that is interpolated between each vertex.

This version had a bug but the result was it made this lovely pattern so I recorded it.

This was the version without the bug and is doing what I intended it to do. People have expressed a preference for the version that had a bug

This version has keyboard support to move the camera in and out and the ability to switch between a static camera and a rotating one.

This version has more complex geometry support and I can now dynamically create lists of vertices and use an Element Buffer to link them into triangles. This allows me to create the diamonds, squares, and spheres you see in this video.

The more complex geometry support I added in a previous version now allows me to create a groundplane. This is demonstrated in this video with a vertex shader that is manipulating each vertex of the groundplane using a sine wave and noise generator contained in the shader.

I recently added texture coordinates, failed miserably to get bitmap textures working but found out other than the actual bitmap data not getting to the card buffer all the other code was working fine, so I started playing with fragment #shaders​, z-ordering, and blending. This is the result.

After failing miserably to get bitmap textures working but finding out other than the actual bitmap data not getting to the card buffer all the other code was working fine, I started playing with z-ordering, and blending. This is another result of that where I'm constructing a photographic image of mine from a set of layered, transparent, coloured triangles.

This is another result of the z-ordering, and blending where I'm constructing a photographic image of mine from a set of layered, transparent, coloured triangles. This demo shows off the construction of the image quite well.

Recently I've been looking at FFT sound analysis and this is the first integration of that as well as in program sound playback, written a few minutes before this was recorded. So now I can make objects 'bounce' to the music playing.

I played some more with the realtime FFT sound analysis and have been integrating it in to the inputs for the shaders. This is the result so far.

I've now gotten texture loading working and decided to bring back the original Triangle for a starring role.

My latest additions are simple lighting, some new shaders, a simple scripting process, and a Voronoi and Simplex noise based landscape generator.

This is a quick demo of a basic race camera mode with some of my recent robot models acting as track stewards.

I fixed the sky and a few other things, added some simple two wheel 'physics' to the 'race' camera mode, basic out of bounds detection, and some basic sound for an engine noise.