For regular hadware acceleration, both OpenGL and Directx 9.1 examples are available as 4k base intros. There is also three examples for non polygon based hardware acceleration, where rendering is based on a shader. You can find there code to use shaders that you might want to copy to the polygon based examples. Lastly, there is a softare rendering example where a framebuffer is copied to the window. There are also two examples of 4k procedural graphcic prods, one using Opengl shaders and the other using software rendering (full mutithreaded!).
Each project has two configurations, Debug and Release. On the Debug one there is no size optimizations, there is more error checks and you can put breakpoints and all that cool stuff. The Release configurations use a lighter startup code, optimice the code and link with Crinkler.
Most projects contain a main.h where you can do some basic setup for the intro, like the screen resolution.
You just need Visual Studio (2013 or 2015). Remember that Visual Studio is free :)
Click here to get the latest update (01/15/2015) [Optimized shader creeation in i4k_OGLShader]
(previous version was released 01/12/2015) [Added VS2013 and VS2015 support]
(previous version was released 27/07/2010) [fixed sound -thx coda-, added newest glext.h, and tweak for Crinkler 1.2]
(previous version was released 30/06/2009) [VS2008 support, procedural gfx frameworks, and -27 bytes in "accio"]
(previous version was released 26/03/2008) [d3d startup optimized - thx Blueberry]
(previous version was released 28/02/2008) [crinkler removed, code cleaned - thx Auld]
(previous version was released 23/01/2008) [first version]
The package already contains Crinkler in it (created by Mentor and Blueberry), which is the real magic here :)
|Project||Categoty||Size (in bytes)||Rendering||Features||Sound support||Shot|
|i1k_D3D9Shader||1k||870||shader (HLSL)||a 2d gradient||no|
|i1k_OGLShader||1k||873||shader (GLSL)||a 2d tunnel||no|
|i4k_Software||4k||944||software (CPU)||a 2d tunnel||yes|
|i4k_D3D9||4k||1214||directx 9||a 3d cube||yes|
|i4k_OGL||4k||1156||opengl 1.1||a 3d cube||yes|
|i4k_OGLShader||4k||1406||shader (GLSL)||a 3d raytraced sphere||yes|
|g4k_Software||procedural gfx||1513||sofware (CPU - multithreaded)||ambient occlusion||no|
|g4k_OGLShader||procedural gfx||923||shader (GLSL)||mandelbrot set||no|