The gflux program draws a colourfull animated rippling square rotating in 3D space.
OPTIONS
gflux
accepts the following options:
-window
Draw on a newly-created window. This is the default.
-root
Draw on the root window.
-install
Install a private colormap for the window.
-visual visual
Specify which visual to use. Legal values are the name of a visual class,
or the id number (decimal or hex) of a specific visual.
-squares num
Specifies the size of the grid in squares. default 19
-resolution num
Specifies the wireframe detail of the squares. default 4
-draw num
Specifies the draw method. 0 = wireframe, 1 = solid, 2 = light (default), 3 = checker texture mapped, 4 = PNM image is read from stdin and mapped to the surface
-flat num
0 for smooth shading 1 for flat. default 0
-speed num
Specifies speed of ripples flowing over the surface. default 0.05
-rotationx num -rotationy num -rotationz num
Specifies the speed of rotation of the surface in these axis
-waves num
Specifies the number of ripple centres at any one time. Values should be greater than 1. default 3
-waveChange num
Specifies the duration of a ripple centre. after this they fade away to be reborn elsewhere with a different frequency. default 50
-waveHeight num
Specifies the height of ripples on the surface. default 1.0
-waveFreq num
Specifies the maximum frequency of ripples. default 3.0
-zoom num
Specifies the size of the viewport. Smaller values fill the screen with rippling surface. default 1.0
-delay microseconds
How long to pause between frames. Default is 20000, or 0.02 second.
-fps
Display a running tally of how many frames per second are being rendered.
In conjunction with -delay 0, this can be a useful benchmark of
your GL performance.
ENVIRONMENT
DISPLAY
to get the default host and display number.
XENVIRONMENT
to get the name of a resource file that overrides the global resources
stored in the RESOURCE_MANAGER property.
BUGS
It's not unknown for this and other OpenGL hacks to fail under hardware accelaration (UtahGLX) and take the X server with them. Texture images must be 16x16 or 32x32 or 64x64 etc.