Index
[SYMBOL]
[A]
[B]
[C]
[D]
[E]
[F]
[G]
[H]
[I]
[J]
[K]
[L]
[M]
[N]
[O]
[P]
[Q]
[R]
[S]
[T]
[U]
[V]
[W]
[X]
[Y]
[Z]
Back buffer Back-end processing and images Back-facing polygons Backface culling Background variable Bains, Inderaj Baker, Dan Baldwin, Dave 2nd 3rd 4th 5th 6th Barzel, Ronan Base color Base image 2nd BEHIND blend mode Bent normal 2nd bias parameter binormal variable 2nd Binormal vector Bit-wise shift operators Bitmap rasterization Bitmaps Bitwise operators 2nd Blend image Blend modes ADD blend mode AVERAGE blend mode BEHIND blend mode CLEAR blend mode COLOR BURN blend mode COLOR DODGE blend mode CONVOLUTION blend mode DARKEN blend mode default DIFFERENCE blend mode DISSOLVE blend mode edge detection EXCLUSION blend mode HARD LIGHT blend mode INVERSE DIFFERENCE blend mode LIGHTEN blend mode MULTIPLY blend mode NORMAL blend mode OPACITY blend mode OVERLAY blend mode pixel-by-pixel blending SCREEN blend mode smoothing SOFT LIGHT blend mode SUBTRACT blend mode Blend Modes, Blend variable Blending Blending functions Blinn, Jim bool data type 2nd Boolean constructors Boolean values 2nd Border color Border region Box filter Boyd, Chas BRDF (Bidirectional Reflectance Distribution Function) 2nd BRDF PTMs application setup light factor texture stored as mipmap textures surface rendering fragment shader vertex shader break keyword Brick fragment shader Brick pattern aliasing artifacts color depth ease of modification fragment shader modeling coordinate position mortar color number remaining constant row number size of bricks vertex shaders Brick shaders application code description of overall effect overview Brick vertex shader BrickPct variable Brightness Buffer object Buffers 2nd Built-in attribute variables 2nd 3rd attributes constants 2nd macros noise function sine functions texture functions 2nd uniform variables 2nd 3rd 4th 5th 6th 7th 8th varying variables 2nd 3rd 4th Built-in functions 2nd 3rd angle functions common functions 2nd exponential functions fragment processing functions geometric functions HLSL interesting effects in shaders matrix functions noise functions overloading overriding shader development texture access functions trigonometry functions usage variants vector relational functions vectors Built-in variables 2nd 3rd 4th 5th 6th 7th 8th global scope mapping OpenGL state values to vectors Bump function Bump mapping 2nd application setup fragment shader increasing object realism light source location of bumps normal maps number of bumps per unit small effects to surfaces surface normal at each fragment location surface-local coordinate space tangent vector texture coordinates vertex shader width of bumps Bump maps 2nd Bump pattern characteristics BumpDensity variable 2nd BumpSize variable 2nd "bumpy/shiner" shader pair Bunnell, Michael 2nd bvec2 data type bvec3 data type bvec4 data type
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