The Experiments with Flags scenes comprise a set of simple scenes in which the main elements are flags. They are built around a large collection of world flags released under a Creative Commons licence and downloaded from http://www.free-country-flags.com/ In addition to using the flags I have also used these experiments to begin exploring the use of vertex shaders, though not to any great depth, and simple silhouettes. The scenes are grouped in the following series A - Flags used as static backdrops for a single performers. The only difference between this and using a simple background is that a number of flags are selected at random to dorm the backdrop. B - Flags used as static backdrops for a multiple performers. The performers are arranged in a regular grid and each has a flag as an individual backdrop. C - Flags used as moving backdrops for a single performers. As A but a vertex shader is used to introduce some movement to the flags. D - Flags used as a static screen before a single performer. Similar to A but the flags are placed in front of the performer who can be seen through them. The screen is made translucent by lowering its opacity. E - Flags used as a moving screen before a single performer. As D but a vertex shader is used to introduce some movement to the flags. F - Flags used as a static screen before a single performer. Rather than making the flag translucent it has been perforated by an array of small holes. Several test scenes are also included. H - Flags used as a foreground for silhouettes. This is not really flag specific, but flags do form a convenient background for silhouettes. G - Reserved for moving perforated flags. I - Flags used as a background for silhouettes. As H but the flags form a screen in front of the silhouettes. J - A single flapping flag is used as a background. The flapping motion is produced using a fragment shader to animate the flag. In one version the flag is randomly selected from the collection of world flags and in another the clip name is used as a flag. The lessons learned from these experiments are that the flags themselves are quite useful scene elements, but that they are much more effective if they are animated. However, using vertex shaders to animate them does not always lead to good results with this sort of scene element because of the straight lines commonly found on flags get mapped to a series of straight line segments by applying a vertex shader so the ripples in the flag look angular instead of smooth. This can be easily seen in the scene with a single moving flag if the flag is a tricolour. It may be possible to decrease the angularity by increasing the number of vertices, i.e. by increasing the resolution specified for each node, but only by increasing the vertex count by a large factor and this uses a lot of CPU/GPU power. The simple mechanism of lowering the opacity of a flag in order to use it as a translucent screen in front of a performer works but is not very satisfactory as it produces rather dull scenes. Better looking, brighter, results are obtained by using a shader to punch holes in the flag. Much better looking flag motion can be obtained using fragment shaders as can be seen in the examples that do this. The particular shader used here is very simple and the results are not fully realistic, though they are much better than those using the vertex shader, but it should be possible to improve on them if more realism is ever required.