documentation.HELP! Xtreme3D Documentation

From the Editors

Xtreme3D

previous page next page

From the Editors

In computer graphics have historically developed extensive specific terminology - this and the names of algorithms, and indicate the standards, and different kinds of abbreviations, which is quite complicated to sort out those who have just started to get acquainted with 3D graphics. We have compiled a glossary is intended to educate the beginners in this area, as well as to provide the necessary information on mathematical apparatus and technologies used in the Xtreme3D and other similar engines.
previous page start next page

Menu

  • Homepage

Table of contents

  • About Xtreme3D
  • Version history
  • API changes
  • Developers
  • Articles
    • OpenGL
  • 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
    • Xtreme3D
    • ODE
    • FreeType
  • Links

Get in touch

Submit feedback about this site to:

  • [email protected]

© documentation.help. Design: rehmann.co.