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]
L-values 2nd Labels Lacunarity 2nd lambda2rgb function Lander technique Lander, Jeff Landis, Hayden Laplacian operator Lat-long environment map Lat-long texture map Latitude-longitude texture map Lattice Lawrence Berkeley Laboratory LCcamera variable LCnorm variable LCpos variable length function 2nd 3rd lessThan function lessThanEqual function 2nd Level-of-detail 2nd argument bias clamping and biasing value Lexical analysis 2nd Licea-Kane, Bill Lichtenbelt, Barthold 2nd Light attenuation factor behavior of visible diffraction intensity interpolated value reflection 2nd refraction separating based on wavelength shape and placement soft edge surface-local transforming wavelengths Light coordinate system Light direction vector Light factor texture Light positions eye coordinates texture unit transforming by modelview matrix wobbles Light probe 2nd Light probe gallery Light probe images 2nd 3rd 4th Light shaders 2nd 3rd Light sources accessing properties ambient, diffuse, and specular contributions area lights attenuation computation performed with dot products directional lights 2nd invisible surfaces looping to compute contributions from all enabled manipulating attributes point lights 2nd position reflection direction shadow maps shadows from spotlights strong technical illustration example traditional illumination model transforming positions viewing direction visible surfaces LightColor variable LIGHTEN blend mode Lighting artifacts clouds computed before texturing global parameters hemisphere image-based material properties and none enabled primary and secondary color for vertex RealWorldz, simulating in hatching example traditional equation two-sided viewing direction with spherical harmonics Lighting calculations 2nd 3rd 4th 5th artifacts eye space 2nd Lighting designers Lighting effects 2nd 3rd 4th Lighting state LightIntensity variable 2nd 3rd 4th LightPos variable LightPosition variable 2nd 3rd lightVec variable 2nd LightWork Design Limestone textures Line rasterization Linear filtering Linear-algebraic matrix multiplication Lines, uniform density Linking program objects shaders Literal floating-point numbers Literal integers Local variables, defining Local viewer computation Locations "Lod" functions log function log2 function 2nd Logical and operator (&&) 2nd 3rd Logical exclusive or operator (^^) 2nd Logical inclusive or operator (||) 2nd 3rd Logical not operator (-!) 2nd Logical operations Logical operators 2nd Lookat point lookup function Lookup table operations Looping Low-pass filtering 2nd Lucasfilm Luminance Luminance (LRGB) PTMs (polynomial texture maps) 2nd Luminance mapping function Luxo Jr.,
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