The Beast SDK includes a comprehensive set of example projects that illustrate how to use the Beast API to create many different kinds of lighting effects. These examples serve several purposes:
The examples are split into two solutions: one that shows how to use the newer physically based rendering system, and one that shows the use of the fixed-function material shading previously used in older versions of Beast. This is intended to clarify the way the two rendering pipelines differ in their use of the Beast API. If you are starting to use Beast from scratch, it is highly recommended that you concentrate on the physical rendering approach. Although the older fixed-function material system is still supported in this release, the physical rendering pipeline offers several concrete advantages, and it is expected to replace the older system completely in future.
See also Creating Physical Materials and Creating Classic Materials.
In order to compile and run the examples:
To build the examples, use either of the following solutions:
These solutions contain several projects, each of which shows a distinct feature of Beast or a method of using Beast.
The compilation process automatically copies the generated binaries and any other necessary files into one of the following directories, depending on the solution and build mode you chose:
Each project contained in the solutions generates its own executable. You can launch these executables by either:
Since each example illustrates a different feature of the product, each executable is best viewed in conjunction with its code. The .cpp file for each project gives a brief description of the goals of the example, and the in-line comments should be clear enough to demonstrate how the rendered effects are achieved.