Affine matrix Model pick Pick call-back
32 bit Colour representation 3D Studio Importing 3D Affine matrix [1] [2] Manipulator Pick call-back
BRender Overview What does it do? What is it? Why is it so good?
Angle see Euler angle set
Bucket sort see Z sort
calloc() - see Memory allocate Class see Memory class Collision detection see Pick Colour Buffer - see Pixel map
Engine - see Rendering Engine
Fixed Fraction - see Fraction Function heading - see Heading
Light see Actor[Light ]
malloc() - see Memory Allocate Modified Extent - see Dirty rectangle tracking
Null actor - see None actor
Object - see Actor Opacity see Blend table
Pool see Memory[Pool Projected screen space - see Screen space
Quaternion - see Unit quaternion [1] [2]
Scalar Unity - see Unity SLERP - see Unit quaternion Structure heading - see Heading Surface - see Material Synchronisation - See Video
Table - see Shade table
Video refresh - see Double buffering Viewer - see Camera
BRender Overview What does it do? What is it? Why is it so good?
Absolute Fixed Scalar Accumulate Vector Accumulating Transforms Actor 2D pick Add Allocate Bounding box [1] [2] Bounds [1] [2] Bounds correct Camera Change parent Children Clip plane [1] [2] Co-ordinate space Count in file Depth Disable Clip plane Light Dummy Enable Clip plane Light Enumerate Free Function Functions Hierarchical relationship [1] [2] Identifier Light [1] [2] Load Material Model [1] [2] Move Next sibling None Parent Positional relationship [1] [2] Previous sibling Reference Relink Remove Rendering style Root Save Search Set environment Structure to Actor to Screen matrix Transform Type Type data User data Add Actor Child actor Material Model to registry Resource Resource class Scalar Scene to rendering Shade table to registry Texture map to registry Vector [1] [2] Adjoint Matrix Advance File Call-back [1] [2] Affine 2D matrix 3D matrix [1] [2] Allocate Actor Material Memory [1] [2] [3] Model Order table Pixel map Pool Pool block Resource Allocator Identifier Set Structure Alpha Channel Colour component Ambient Lighting [1] [2] Angle Integral type of Spot light Animating Textures Application memory class Apply Matrix to point [1] [2] [3] Matrix to vector [1] [2] [3] Texture map [1] [2] Arccosine Fixed Scalar Arcsine Fixed Scalar Arctangent Fixed Scalar ASCII Fonts Aspect Camera Attach Actor Attenuation Light Attributes Filing system [1] [2] [3]
Base Material index Begin Initialising the library Binary Mode [1] [2] Bit map Font Blanking period Blend table Material Block Pool block size Blue Colour component BMP Import Boolean Integral type Bounding box Actor [1] [2] Check on screen Intersection Model [1] [2] [3] Pick Bounding radius Bounds correct Actor Bounds [1] [2] of Order table Render call-back [1] [2] [3] Structure BRender Initialising the library Termination Bucket sort Primitives Bucket of Order table Buffer Double buffering see Pixel map
C Types Calculating Actor bounding box Call-back 2D pick 3D pick Custom model [1] [2] Enumerate Actor Resource Resource class Texture map Failure diagnostic [1] [2] File Advance [1] [2] Close [1] [2] End of file [1] [2] Get character [1] [2] Get line [1] [2] Open [1] [2] [3] Put character [1] [2] Put line [1] [2] Read block [1] [2] Write block [1] [2] Filing system Attributes [1] [2] Find Resource class Texture map Inquire Memory Material Enumerate Find Memory Allocate [1] [2] Deallocate Free Inquire Mode test Model Enumerate Find Pick Primitive [1] [2] [3] Render bounds [1] [2] [3] Resource Free Sample material find hook Set material find hook Set model find hook Set resource class find hook Set shade table find call-back Set texture map find hook Shade table Enumerate Find Warning diagnostic [1] [2] Camera Actor Aspect Co-ordinate space Default Field of view Height of parallel projection Identifier Perspective matrix Structure Type User data Width of parallel projection Change Actor parent Channels of Pixel map Character Font Font bit maps Get from file Put to file Size Check Bounding box on screen Child Add actor Remove actor Children Actor Chunk Pool chunk size Class see Resource class Clear Allocate memory Order table Clip plane Actor [1] [2] Disable Distance of hither Distance of yon Enable Clone Pixel map Close File Call-back [1] [2] CLUT Co-ordinate space Actor Camera Converting Converting between from Actor to screen from Depth to camera from Model to screen Model Reference actor Sceen Screen View World Co-ordinates Converting Generating for texture map Texture Collision detection [1] [2] Colour Integral type Light Look up table Material Column Font spacing Constant Light attenuation Constructing Actor Actor hierarchy Order table Converting Angle Co-ordinates [1] [2] [3] [4] Colours Degrees Depth to view z ordinate Euler from Unit quaternion to Matrix to Unit quaternion Host to network word order Matrix from Unit quaternion Network to host word order Numbers Radians Scalar [1] [2] Transform to Matrix Unit quaternion to Euler to Matrix View z ordinate to depth [1] [2] Coplanar faces Copy Dirty rectangle Matrix [1] [2] [3] Memory block Pixel map [1] [2] Pixel map rectangle String Vector [1] [2] [3] Cosine Angle Fixed Count Actors in file Materials in file Materials in registry Models in file Models in registry Pixel maps in file Resource class Shade tables in registry Texture maps in registry Create new resource class Creating Actor Order table Resource class Cross Vector product CRT fly back Custom Model [1] [2] Model data
Data Pixel map Daylight Ambient lighting Deallocate Material Memory Call-back [1] [2] Model Pixel map Pool Default Actor camera Actor light Actor material Actor model Camera Diagnostic handler Filing system Filing System Light Material Memory allocator Model Order table Defaults Creation of Depth buffer Initialising Depth Actor in Hierarchy Channel of Pixel map to View z ordinate Destroying Actor Order table Destructor of Resource Detach Actor Determinant Matrix Device Pixel map Diagnostic Default handler Failure call-back [1] [2] Handler identifier Handler structure Set handler [1] [2] [3] Warning call-back [1] [2] Difference of vectors [1] [2] Diffuse Lighting contribution Lighting factor Dim Light attenuation Dimensions of Pixel map Direct draw Dirty rectangle Copy Fill Tracking [1] [2] [3] Disable Clip plane Light Primary order table Display Video buffer Divide Fixed Matrix [1] [2] [3] Scalar Unit quaternion Vector by scalar [1] [2] DOS Dot Vector product [1] [2] [3] Double buffering DR DOS Draw Line in pixel map Dummy Actor Duplicate String [1] [2] Dynamic memory
Empty pool Enable Clip plane Custom model call-back Light Primary order table Encoding of Font End BRender of File of file of File of file Rendering scene Z buffer Z sort Enumerate Actor [1] [2] Material [1] [2] Model [1] [2] Resource class [1] [2] Resource Children (dependents) Shade table Call-back Texture map [1] [2] Environment Set actor Epsilon Scalar Euler angle set from Matrix [1] [2] from Unit quaternion Order Structure to Matrix to Quaternion Transform Exponential Fixed
Face Colour Default material Flags Index Lighting Material [1] [2] Matt Model Shiny Smoothing Structure Texture co-ordinates Vertex Vertices Failure Diagnostic call-back [1] [2] Field of view of Camera File Advance [1] [2] [3] Close [1] [2] [3] End of file [1] [2] [3] Get character [1] [2] [3] Get line of text Get line [1] [2] Magics Material script Mode test Open [1] [2] [3] [4] Print formatted string Put character [1] [2] [3] Put line [1] [2] [3] Read block [1] [2] [3] Set write mode Write block [1] [2] [3] Write mode Filing system Attributes [1] [2] [3] Capabilities Default Identifier Initialising Set [1] [2] Structure Fill Dirty rectangle Memory block Pixel map Find Material [1] [2] Find failed Hook Model Call-back Sample hook Set hook Resource class Call-back Hook Shade table Call-back Texture map [1] [2] Fit Map to model Fixed Integral type Pitch font Point number Floating point number Fluorescent Light [1] [2] Fly back Font Height in pixel map Pitch Structure Width of string in pixel map Format Print to pixel map Fraction Integral type Unsigned Vector [1] [2] [3] Free Actor Material Memory Available Call-back [1] [2] Model Order table Pixel map Pool Pool block Resource [1] [2] Fully lit Inner cone of spot light Functions Actor Fundamental types
Games consoles General Lighting [1] [2] Generating Texture co-ordinates Geometry Model [1] [2] Origin offset Vertices Get character Call-back [1] [2] Get line [1] [2] Get Actor order table Character from file Line of text from file Pixel map pixel GIF Import Glyph Green Colour component
Handler Diagnostic [1] [2] Filing system [1] [2] Memory allocation [1] [2] Set diagnostic Set memory allocator Heading Function Structure Height of Font characters of Font in pixel map of Pixel map Hidden surface removal Hierarchical relationship Actor Highlight Material specular lighting Sharpness Hither Plane Homogenous screen space - see Screen space Homogenous 2D matrix 3D matrix Screen space Hook Material find Sample Model find [1] [2] Resource class find Shade table find [1] [2] Texture map find [1] [2] Host to network Word order
Identifier Actor Allocator Camera Diagnostic handler Filing system Light Identity Matrix [1] [2] [3] Transform IFF Import Import 3D Studio BMP files GIF files IFF file Neutral file format models TGA file Index Blend table Channel Material Shade table Vertex prelight Indirect Lighting Inheritance Initialisation Library Initialising Filing system Order table Pixel map Registry Renderer Resource classes Z buffer Z buffer renderer Z sort renderer Inner Cone of spot light Input Device Support Inquire Memory Call-back [1] [2] Insert Primitive into order table Integer Integral type Unsigned Intel Intensity Light Interpolation Spherical linear - see Unit quaternion Intersection Actor Object/object - see Pick Inverse Distance Matrix [1] [2] [3] Pixel map Unit quaternion
Largest Representable scalar Length preserving Matrix Matrix inverse [1] [2] Matrix normalise Length Fixed of Vector Vector [1] [2] Level of detail Library Termination Light Actor [1] [2] Ambient Behaviour Colour Data structure Default Disable Enable Identifier Prelighting Type User data Line Draw in pixel map Primitive Linear Light attenuation Load Actor Material Model Pixel map Locate Actor file Material file Model file Pixel map file Look up Transform Low precision Normalise vector Luminous Light [1] [2]
Machine word Ordering Macintosh Magics [1] [2] Magnitude Vector [1] [2] [3] Manipulator Map - see Texture map Mask see Blend table Match Pixel map Material Add Allocate Blend table Colour Count Count in file Default Diffuse lighting Enumerate [1] [2] Face Find Find failed load Find hook Sample call-back Find Call-back Free Identifier Index base Index range Lighting Load Matt of Primitive Prelighting Remove Save Shade table Shiny Specular lighting Specular power Structure Transform Transparency Transparent [1] [2] Update User data Matrix 2D Affine 3D Manipulator Actor to actor Actor to screen Adjoint Apply Apply to point [1] [2] Apply to vector [1] [2] Copy [1] [2] [3] Determinant Divide [1] [2] [3] from Euler from Transform from Unit quaternion Identity [1] [2] [3] Inverse [1] [2] [3] Multiply [1] [2] [3] Normalise [1] [2] Perspective Rolling Ball Rotate [1] [2] Scale [1] [2] [3] Shear [1] [2] Structure [1] [2] [3] Texture map transform to Euler [1] [2] to Transform to Unit quaternion [1] [2] Transform [1] [2] [3] Translate [1] [2] Transpose [1] [2] Matt Material Maximum Vertex Memory allocation Default handler Handler Pool Set handler Memory class Memory Class Application Inquire memory available Memory Allocate [1] [2] [3] Allocator Block copy Block fill Class type Deallocate Free [1] [2] [3] Inquire [1] [2] [3] Management Pools Set allocator Merge Order table Mesh Model Minimum Vertex MIPS Mode Binary Pick see Write mode Test call-back Text Model Actor Add to registry Allocate Apply texture map Behaviour Bounding box [1] [2] [3] Bounding radius Co-ordinate space Co-ordinates Co-ordinates to screen space Count in file Count in registry Custom call-back [1] [2] Default Default material Enumerate [1] [2] Face Find [1] [2] Fit map Flags Free Generate prelit vertex values Geometry [1] [2] Identifier Lighting Load Material Morphing Order table Pick Pivot point Remove from registry Render Rendering style Sample find hook Save Set find hook Structure to Screen co-ordinate space Update User data Vertex [1] [2] Morphing Model Mouse Move Actor MS DOS Multiply Fixed Fraction Matrix [1] [2] [3] Scalar Unit quaternion Vector by scalar [1] [2] Vector cross product Vector dot product [1] [2] [3]
Negate Vector [1] [2] Network to host Word order Neutral File format import Next Free block in pool Pool block on spike None Actor Normalise Matrix [1] [2] Unit quaternion Vector [1] [2] Number of Materials of Model faces of Model vertices of Order table intervals
Off screen Buffer, displaying Pixel map Swap Offset Model geometry origin On screen Check One Fixed Open File Call-back [1] [2] [3] Order table Allocate Bucket Clear Default Disable primary Enable primary Flags Free Get actor Insert primitive Merge Primary Primitive Set actor Size Structure Type Visits Z range Z sort position Ordering Machine word Origin of pixel map Other Actors Outer Cone of spot light
Palette Pixel map Parallel Camera Parent Actor Partially lit Outer cone of spot light Pattern matching PC DOS Penumbra of spot light Perspective Camera Matrix Phong Lighting Physical Pixel map width (row length) Screen space Pi Pick 2D call-back 2D scene 3D call-back 3D scene Model [1] [2] Pitch Font Pivot Point of model Pixel map Actor at pixel Allocate Channels Clearing Clone Copy [1] [2] Copy rectangle Count in file Data Data structure Dimensions Dirty rectangle Copy Fill Double buffer Draw line Fill Flags Font [1] [2] Free Get pixel Identifier Load Match Material texture Operations Origin Palette Pixel get Pixel set Pixel size Rectangle fill Rendering to Rendering to video Save Set pixel Suballocate Text Text height Text width Type User data Using Pixel Get Set Plot Point in pixel map Point Apply matrix [1] [2] [3] Primitive Pool Allocate Block Allocate Free Size Spike Chunk size Data structure Empty Free Memory class Positional relationship Actor Power Fixed Scalar Specular lighting PowerPC Prelit Colours Generating prelit values Index Vertex Preprocessing Primary Order table Disable Primitive Call-back [1] [2] Data structure Heap size Insert into order table Linked list Material Order table Set call-back Sorting Type Print Formatted string to file to Pixel map Projected Screen space Proportional Pitch font PSX Put character Call-back [1] [2] Put line [1] [2] [3]
Quadratic Light attenuation Quick Normalise vector
Radius Model Raise Fixed Scalar Range Material index Read block Call-back [1] [2] Real Scalar number Reciprocal Fixed Fixed length Scalar Vector length Rectangle Copy [1] [2] Fill [1] [2] Red Colour component Reference Actor Reflected light Registry Add material Add model Add shade table Add texture map Count materials Count models Count shade tables Count texture maps Enumerate material Enumerate model Enumerate shade table Enumerate texture maps Find model Find shade tables Find texture map Initialising Material find Model update Remove material Remove model Remove shade table Remove texture map Update material Update model Update shade table Update texture map Releasing Actor All memory Memory Order table Relink Actor Remove Child actor Material Model from registry Resource block Resource class Shade table from registry shade table from registry Texture map from registry Render bounds Call-back [1] [2] Set call-back Render Model Renderer Initialising Terminating Z buffer Initialising Z sort [1] [2] Rendering Custom model [1] [2] End Engine Pixel map to video Scene Style to Pixel map Resource class Add Count Data structure Enumerate Call-back Find Find hook Find Initialising Remove Resource Add Allocate Block class Block size Class type Duplicate string Enumerate Children (dependents) Free Call-back Identifier Remove Restarting BRender Retrace RGB Channel to Colour Rolling Ball Root Actor Fixed (square root) Scalar (square root) Rotate Matrix [1] [2] Texture Row Font spacing
Sample Shade table find hook Texture map find hook Saturn Save Actor Material Model Pixel map Scalar Fixed type Fraction Integral type Largest representable Smallest representable Unsigned fraction Scale Matrix [1] [2] [3] Texture Vector [1] [2] Scene 2D pick 3D pick End rendering Model prelighting Rendering Screen Co-ordinate space from Actor co-ordinates space Script Material load Searching for Actor for Material for Model [1] [2] for Resource class for Shade table Sega Set Actor order table Diagnostic handler [1] [2] [3] Environment actor Filing system Filing system handler Material find hook Matrix [1] [2] [3] Memory allocation handler Memory allocator Pixel map pixel Primitive call-back Render bounds call-back Resource class find call-back Shade table find hook Texture map find call-back Vector [1] [2] Write mode Shade table Add to registry Count in registry Data structure Enumerate [1] [2] Find Find hook call-back Find hook sample Find Material Remove from registry Update in registry Sharpness Highlight Shear Matrix [1] [2] Texture Shiny Material Sibling Actor Simple memory services Sine Angle Fixed Size Integral type of Order table of Pixels of Pool block Pool chunk Skeleton Application Smallest Representable scalar Smoothing Face Sony Spacing Font Specular Lighting contribution Lighting factor Power Spherical linear interpolation of Unit quaternion Spike Next pool block Spot Light Square root Fixed Scalar Square Fixed Scalar Vector length [1] [2] Standard filing system services Stratum Depth Ordering String Duplicate [1] [2] Style Rendering Suballocate Pixel map Subtract Scalar Vector [1] [2] Sum of Vectors [1] [2] Swapping Video buffers Switching
Table - see Shade table Tangent Angle Terminating Renderer Termination BRender Library Test for End of file Mode call-back On screen Text Font Get line Height in pixel map Mode [1] [2] Put line Width for font and pixel map Write string to pixel map Texture map Add to registry Apply Co-ordinates [1] [2] Count in registry Data structure Enumerate [1] [2] Find Find hook Find Fit to model Material Remove from registry Sample find hook call-back Transform [1] [2] Transparency [1] [2] Update TGA Import Transform Actor Actor to actor Actor to screen Camera Data structure from Matrix Matrix [1] [2] [3] Texture map [1] [2] [3] to Matrix to Transform Type Translate Matrix [1] [2] Texture Translation Transform Translucency see Blend table Transparent Material Texture [1] [2] Transpose Matrix [1] [2] [3] Triangle Primitive Trigonometry Fixed True colour Type Actor Camera of Pixel map
Unit quaternion Data structure from Euler from Matrix [1] [2] Inverse Multiply Normalise Spherical linear interpolation to Euler to Matrix Transform Unit vector [1] [2] [3] [4] [5] Unit Vector Unity Fixed Unknown Mode Unsigned fraction Integral type Unsigned integer Update Material Model Model flags Shade table in registry Texture map Updating screen User defined Model member Model rendering
Vector Add [1] [2] Apply matrix [1] [2] [3] Copy [1] [2] [3] Cross product Data structure [1] [2] [3] Dot product [1] [2] [3] Fractional [1] [2] [3] Inverse scale Length [1] [2] [3] Magnitude [1] [2] Negate [1] [2] Normalise [1] [2] Scale [1] [2] Set [1] [2] Subtract [1] [2] Vertex Co-ordinates Colour Data structure Generating prelit values Maximum Model Offset Prelit index Specified in face Texture co-ordinates [1] [2] Vertical retrace Video Blanking period Rendering pixel map to View Space Volume [1] [2] Viewing pyramid Angle
Warning Diagnostic call-back [1] [2] Width Font characters of Pixel map of String in font Wild cards Windows Wire frame Flags Word Ordering World Co-ordinate space Write block Call-back [1] [2] Write mode [1] [2]
Yon Plane YUV Channel
Z buffer Depth to camera z End Initialising Renderer Initialising see Pixel map Z sort End Get actor order table Insert primitive into order table Order table Renderer Set actor order table