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]
T&L (transformation and lighting) 2nd 3rd tan function Tangent space 2nd tangent variable Tangent vectors Tangents 2nd Target buffers, rendering into multiple Target image extrapolation Taylor, Philip Technical illustration example application setup common characteristics for color effects fragment shader light source matte objects vertex shader warmth or coolness of color Technical illustrations Tejada, Antonio Temperature values Temporal aliasing 2nd Ternary selection operator (?:) Terrain color high frequency features reflections separate terrain function trees steep slopes and textures Terrain function tree TexCoord variable 2nd Texels 2nd texName texture object texNT function Text application Texture access 2nd 3rd Texture access functions Texture application Texture bombing 2nd Texture coordinate sets Texture coordinates 2nd 3rd automatically generating built-in array clamping to range generating perturbing random scaling reference frame from simple environment mapping transforming Texture environment color parameters Texture environment function Texture formats Texture functions built-in 2nd shadow variants Texture generation functions Texture image units 2nd Texture lookups 2nd Texture mapping 2nd 3rd example extending scope limits related Texture maps accessing from shaders 2nd cube maps daylight colors defining behavior of filtering operation drawing shadow fragment shader implementing noise function index values levels of gray locations accessed no lighting noise function one-dimensional parameters RealWorldz, storing previously computed noise function three-dimensional time to generate two-dimensional vertex shader Texture matrix stack, modifying Texture memory 2nd 3rd accessing arbitrary number of times directly updating images for new uses for vertex processors reading from Texture objects 2nd 3rd 4th 5th Texture pattern Texture target Texture units 2nd 3rd 4th Texture values Texture wrap mode Texture-access functions Texture-combine environment mode Texture-enables and fixed function hierarchy texture1D function 2nd 3rd texture1DLod function texture1DProj function texture1DProjLod function texture2D function 2nd texture2DLod function texture2DProj function texture2DProjLod function texture3D function 2nd texture3DLod function texture3DProj function texture3DProjLod function textureCube function 2nd textureCubeLod function 2nd Textures accessing from shader accessing multiple simultaneously aliasing application color components comparison operation compressed image formats creation of defined algorithmically encoding complex functions fixed to geometric model generated procedurally level-of-detail modifying no fixed area or resolution non-power-of-2 normal perturbation values priority to be assigned to projecting on object properties RealWorldz, RGB values setting state setting up for use sizes not restricted to powers of 2 steep slopes switching between three-dimensional transformation type accessed 2nd uses for Texturing additional capabilities lighting computed before undefined results Texturing and Modeling: A Procedural Approach, Third Edition (Ebert et al.) 2nd 3rd 4th 5th 6th 7th 8th Texturing example The C Programming Language (Kernighan and Ritchie) 2nd The C++ Programming Language (Stroustrup) The Cg Tutorial (Fernando and Kilgard) The Design of the OpenGL Graphics Interface (Segal and Akeley) "The Design of the OpenGL Graphics Interface" (Segal and Akeley) The Lord of the Rings: The Two Towers, The OpenGL Graphics System: A Specification (Version 2.0) (Segal and Akeley) 2nd 3rd 4th 5th 6th 7th 8th The OpenGL Shading Language, Version 1.10 (Kessenich, Baldwin, and Rost) 2nd 3rd 4th 5th 6th 7th The RenderMan Companion: A Programmer's Guide to Realistic Computer Graphics (Upstill) Theoretical BRDF models Three-dimensional attributes Three-dimensional texture maps Threshold animation Tile set noise Tile sets Tileable 3D texture and Perlin noise Time variable 2nd tnorm variable Tokens Tom Nuyden's Web site Topmost matrix Toy ball application setup defining sphere diffuse-only lighting dot product fragment shader fragments in stripe pattern half-space computations inorout counter lighting calculation smoothly antialiased transition specular highlight star pattern surface color for fragment surface location surface points uniform variables vertex positions vertex shader Toy Story, 2nd Traditional illumination model Traditional lighting equation Traditional lighting model Transformation matrix Transformations 2nd Transformed vertices Transforming Trigonometric operations Trigonometry functions Tron, true literal Boolean constant Tufte, Edward Turbulence 2nd 3rd Two-dimensional arrays Two-dimensional images Two-dimensional texture maps Two-sided color mode Two-sided lighting 2nd Type casting without conversion Type conversions Type matching Type qualifiers 2nd typedef keyword Types larger and smaller strict with
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