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Xtreme3D Documentation
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Xtreme3D
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ROAM
Realtime Optimally-Adapting Meshes | optimum adaptation of the polygon mesh in real time
The algorithm of adaptive approximation of complex surfaces, used mainly for optimization of the drawing of landscapes.
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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
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