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improve demo description
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tutorials/00_context_creation/main.cpp

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#include <cassert>
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#include <iostream>
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// this demo shows how to create a RPR context.
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// the RPR context is the first object that needs to be created before any RPR renderings.
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//
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// This demo shows how to create a RPR context.
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// The RPR context is the first object that needs to be created before any RPR renderings.
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//
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int main()
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{

tutorials/05_basic_scene/main.cpp

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//
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// This demo is a good starting point to learn all the basic features of RPR.
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// You'll learn how to manage geometry, light, camera, framebuffer, materials for simple cube renderings.
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// You'll learn how to manage geometry, light, camera, framebuffer, materials for simple cubes renderings.
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//
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int main()

tutorials/13_deformation_motion_blur/main.cpp

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#include <cassert>
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#include <iostream>
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//
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// This demo covers vertices deformation over time for a blur effect.
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//
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int main()
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{
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// enable Radeon ProRender API trace

tutorials/21_material/main.cpp

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#include <cassert>
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#include <iostream>
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//
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// This demo illustrates how to create materials in RPR.
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// It's not covering the UBER material which is used inside the 22_material_uber demo.
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//
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//
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// Garbage Collector functions :
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//

tutorials/22_material_uber/main.cpp

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#include <iostream>
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//
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// This demo illustrates examples for the UBER ( RPR_MATERIAL_NODE_UBERV2 ) material.
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//
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//
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// Garbage Collector functions :
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//

tutorials/30_tiled_render/main.cpp

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#include <vector>
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#include <string>
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//
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// This demo illustrates how to break down the framebuffer into smaller render regions (tiles)
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//
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//
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//-------------------Utilities-----------------------------
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static void StudyErrorCode(rpr_int errorCode, rpr_context context__ = nullptr)
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{

tutorials/32_gl_interop/main.cpp

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*
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\*****************************************************************************/
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//
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// Demo covering an RPR rendering inside an OpenGL app.
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//
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//
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#ifdef __APPLE__
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#include "GL/glew.h"
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#elif WIN32

tutorials/33_aov/main.cpp

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#include <iostream>
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//
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// This demo covers AOV (Arbitrary Output Variables), providing way to render different material component - mostly used for scene debugging.
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//
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//
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int main()
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{
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tutorials/50_curve/main.cpp

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* Copyright(C) 2011-2021 Advanced Micro Devices, Inc. All rights reserved.
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*
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\*****************************************************************************/
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//
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// Demo covering Curves rendering.
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// Curves are often used for hair rendering.
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//
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#include "RadeonProRender.h"
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#include "RprLoadStore.h"
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#include "Math/mathutils.h"

tutorials/60_mesh_export/main.cpp

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* Copyright(C) 2011-2021 Advanced Micro Devices, Inc. All rights reserved.
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*
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\*****************************************************************************/
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//
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// Shows how to export an RPR scene as RPRS files ( native RPR file format ) or GLTF ( Khronos Group ).
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//
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//
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#include "RadeonProRender.h"
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#include "Math/mathutils.h"
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#include "RprLoadStore.h" //For Export to RPRS ( native RPR file format )

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