The gflux program draws a colourfull animated rippling square rotating in 3D space.
accepts the following options:
Draw on a newly-created window. This is the default.
Draw on the root window.
Install a private colormap for the window.
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.
Specifies the size of the grid in squares. default 19
Specifies the wireframe detail of the squares. default 4
Specifies the draw method: wireframe; solid (meaning a solid colored
surface); light (same as solid, but with lighting effects);
checker (a texture-mapped checkerboard pattern); or grab (meaning
grab an image to manipulate.)
When grabbing images, the image will be grabbed from the portion of
the screen underlying the window, or from the system's video input,
or from a random file on disk, as indicated by
the grabDesktopImages, grabVideoFrames,
and chooseRandomImages options in the ~/.xscreensaver
for more details.
0 for smooth shading 1 for flat. default 0
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
Specifies the number of ripple centres at any one time. Values should be greater than 1. default 3
Specifies the duration of a ripple centre. after this they fade away to be reborn elsewhere with a different frequency. default 50
Specifies the height of ripples on the surface. default 1.0
Specifies the maximum frequency of ripples. default 3.0
Specifies the size of the viewport. Smaller values fill the screen with rippling surface. default 1.0
How long to pause between frames. Default is 20000, or 0.02 second.
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.
to get the default host and display number.
to get the name of a resource file that overrides the global resources
stored in the RESOURCE_MANAGER property.
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.