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Hierarchy

Xtreme3D

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Hierarchy

Hierarchy the Hierarchy |
The system of relationships between objects, in which some of the objects ("the descendants") are subordinate to other ("parents"). A number of parameters of the descendants of, for example, movement, rotation and scaling, dependent on their parents. At the same time, direct change the descendants will not affect the status of the parent.
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  • About Xtreme3D
  • Version history
  • API changes
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    • 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
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    • Font & Text
    • Sprite
    • HUDShape
    • Primitives
    • Actor
    • Freeform
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    • Object
    • Polygon
    • Material
    • Shaders
    • ThorFX
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    • Lensflare
    • Skydome
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    • Blur
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    • Lines
    • Tree
    • Trail
    • Shadowplane
    • Shadowvolume
    • Mirror
    • Navigator
    • Movement
    • DCE
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    • Partition
    • Proxy
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    • ClipPlane
    • MemoryViewer
    • FBO
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    • ODE
    • Mouse
    • ObjectHash
    • Text
    • Color
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  • FAQ
  • Glossary
    • Introduction
    • AABB
    • Alpha
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    • API
    • Axis
    • Back Buffer
    • Backface Culling
    • Ball Joint
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    • Billboard
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    • Blending
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    • 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
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    • Interpolation
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    • Keyframing
    • Lensflare
    • Light Source
    • Lightmap
    • Line Buffer
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    • Material
    • Matrix
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    • Mipmapping
    • Model
    • Motion Blur
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    • Multitexturing
    • Normal
    • Normal Map
    • NURBS
    • OBB
    • Object
    • Occlusion
    • Octree
    • ODE
    • OpenGL
    • Parallax Mapping
    • Particle System
    • Physics Engine
    • Pipeline
    • Pixel
    • Polygon
    • Post Processing
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    • 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
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    • Weighting
    • Wireframe
    • Z-Buffer
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    • Z-Sorting
  • License agreements
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