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]
DAG (directed acyclic graph) DARKEN blend mode Data binding Data structure Data types arguments linearly mapped to normalized range arrays automatic promotion conversing converting matrices OpenGL Shading Language passed by value promotion providing name RenderMan samplers scalars structures uniform qualified variables user-defined attribute variable vectors void Daytime texture 2nd Debevec, Paul 2nd Debug pragma Debugging shaders 2nd Decimal integer constant Decrement operator (--) Default blend modes Deferred shading for volume shadows soft shadows defined operator degrees function Degrees, converting radians to deLight program 2nd Dell Delphi3D Web site density variable Dependent texture read 2nd Depth buffer 2nd 3rd Depth comparison modes Depth comparison values Depth component textures Depth components Depth map 2nd Depth range Depth test 2nd depth texture Depth textures 2nd 3rd Depth-cuing 2nd Depth-of-field effects Destination buffer Development aids dFdx function 2nd 3rd dFdy function 2nd 3rd DIFFERENCE blend mode Diffraction 2nd Diffraction gratings 2nd Diffraction vertex shader Diffuse component Diffuse environment maps Diffuse lighting effects Diffuse lighting factor Diffuse reflection 2nd 3rd DiffuseColor variable diffuseContribution constant Digital Equipment Corporation Directional light sources Directional lights 2nd DirectionalLight function Directives, overriding earlier DirectX 9 .fx Effect format Software Development Kit DirectX Effects Framework disable behavior discard keyword 2nd 3rd 4th 5th Discontinuous jump at arbitrary point Discontinuous stair-step pattern 2nd Disney Animation-The Illusion of Life (Thomas and Johnston) Disney, Walt Displacement shaders Display Display list mode 2nd Display lists 2nd Display memory 2nd Display of The Earth Taking Into Account Atmosphere Scattering (Nishita, Shirai, Tadamura, and Nakamae) DISSOLVE blend mode Distance Distance attenuation distance function distanceShape Distant objects Dithering Divide operator (/) do-while statement Doss, Joshua 2nd dot function Dot product Dot product function Dot product operation 2nd Double buffering 2nd Double-buffered windows Double-precision floats DragonRidges altgrad map DragonRidges sky Drawing images immediate mode primitives Drawing geometry fragment processing frame buffer operations geometry specification per-fragment operations per-vertex operations primitive assembly primitive processing rasterization drawPoints function Driver model Drivers 2nd Dynamic Ambient Occlusion and Indirect Lighting
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