Table of contents
- About Xtreme3D
- Version history
- API changes
- Developers
- Articles
-
Tutorials
- 1. Xtreme3D basics
- 2. Creation of a simple scene
- 3. Object hierarchy
- 4. First person camera
- 5. Material library
- 6. Primitives
- 7. Loading 3D model from file
- 8. Vertex animation
- 9. Skeletal animation
- 10. Third person camera
- 11. Collision detection
- 12. 2D graphics
- 13. Real time shadows
- 14. Creating a skydome
- 15. Creating a terrain
- 16. Creating a water plane
- 17. Particles
- 18. Shaders
- 19. GLSL
-
Functions
- List of functions
- List of functions (A-Z)
- List of constants
- Engine
- Viewer
- Dummycube
- Camera
- Light
- Font & Text
- Sprite
- HUDShape
- Primitives
- Actor
- Freeform
- Terrain
- Object
- Polygon
- Material
- Shaders
- ThorFX
- FireFX
- Lensflare
- Skydome
- Water
- Blur
- Skybox
- Lines
- Tree
- Trail
- Shadowplane
- Shadowvolume
- Mirror
- Navigator
- Movement
- DCE
- FPS
- Partition
- Proxy
- Grid
- ClipPlane
- MemoryViewer
- FBO
- ShadowMap
- ODE
- Mouse
- ObjectHash
- Text
- Color
- Input
- Window
- FAQ
-
Glossary
- Introduction
- AABB
- Alpha
- Anti-aliasing
- API
- Axis
- Back Buffer
- Backface Culling
- Ball Joint
- Bezier Splines
- Bilinear Filtering
- Billboard
- Bitmap
- Blending
- Buffer
- Bump Mapping
- CAD
- Camera
- Cartesian Coordinates
- Cel Shader
- CFM
- Channel
- Child
- Chroma Keying
- Collision Detection
- Color
- Color Model
- Compositing
- Computer Graphics
- Convex
- CV
- DDS
- DirectX
- Displacement Mapping
- Dithering
- DLL
- Double Buffering
- DXT
- Engine
- Environment Mapping
- ERP
- Fillrate
- Focal Length
- Fog
- Forward Kinematics
- FOV
- FPS
- Frame buffer
- Framework
- Front Buffer
- Frustum Culling
- Geometry
- Global Coordinates
- GLScene
- GPU
- HDR
- Hidden Surface Removal
- Hierarchy
- HUD
- Interpolation
- Inverse Kinematics
- Keyframing
- Lensflare
- Light Source
- Lightmap
- Line Buffer
- LOD
- Low-Poly Modelling
- Map
- Material
- Matrix
- Mesh
- Metaball Modelling
- Mipmapping
- Model
- Motion Blur
- Motion Capture
- Multitexturing
- Normal
- Normal Map
- NURBS
- OBB
- Object
- Occlusion
- Octree
- ODE
- OpenGL
- Parallax Mapping
- Particle System
- Physics Engine
- Pipeline
- Pixel
- Polygon
- Post Processing
- Primitive
- Procedural Texture
- Projection
- Projection Matrix
- Quad
- Quadtree
- Ragdoll
- Rasterization
- Raycasting
- Ray Tracing
- Real-Time
- Reflection Mapping
- Rendering
- Resolution
- RGB
- ROAM
- Scene
- Seamless
- Shader
- Shading Components
- Shading Model
- Shadow Map
- Shadow Plane
- Shadow Volume
- Skeletal Animation
- Snapping
- Sprite
- Teapot
- Tesselation
- Texel
- Texture
- Texture Filtering
- Technique
- Tiling
- Transformation
- Tree
- Triangle Strip/Fan
- Triangulation
- Tweening
- UV Coordinates
- Vector
- Vertex
- Vertex Animation
- Voxel
- VSync
- Weighting
- Wireframe
- Z-Buffer
- Z-Buffering
- Z-Sorting
- License agreements
- Links