generated Index Node

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General Index


Symbols

2D

Affine matrix 171

Model pick 231

Pick call-back 268

32 bit

Colour representation 111

3D

Affine matrix 187, 214

Manipulator 69

Pick call-back 270

3D Studio

Importing 244

A

Absolute

Fixed 129

Scalar 333

`Access & Maintenance'

Structure heading - see Heading 7

Accumulate

Vector 357

Accumulating

Transforms 82-83

Actor 12

2D pick 84

Add 80

Allocate 89

Bounding box 82, 105

Bounds 20, 77, 82

Bounds correct 20, 77

Camera 18, 77

Change parent 81

Children 75

Clip plane 20, 77, 86

Co-ordinate space 21

Count in file 94

Depth 76

Disable

Clip plane 86

Light 86

Dummy 13, 77

Enable

Clip plane 86

Light 85

Enumerate 90, 98

Environment material 152

Free 90

Function 76, 85

Functions 13

Hierarchical relationship 12, 75, 80

Identifier 79

Light 17, 77, 85-86

Load 95-96

Material 78

Model 13, 77-78

Move 81

Next sibling 75

None 13, 77

Parent 75

Positional relationship 12, 76, 82

Previous sibling 75

Reference 13, 77

Relink 81

Remove 81

Rendering style 79

Root 13

Save 94, 96

Search 91

Set environment 85

Structure 74

to Actor 82

to Screen matrix 83

Transform 76, 82

Type 76-77

Type data 77

User data 80

Add

Actor 80

Child actor 80

Material 158

Model to registry 235-236

Resource 49

Resource class 325-326

Scalar 332

Scene to rendering 36-37

Shade table to registry 283

Texture map to registry 281-282

Vector 350, 357

Adjoint

Matrix 220

Advance

File 62

Call-back 127, 370

Affine

2D matrix 171

3D matrix 187, 214

Allocate

Actor 89

Material 160

Memory 55

Call-back 99, 383

Model 239

Order table 266

Pixel map 285

Pool 301

Pool block 300

Resource 48

Allocator

Identifier 100

Set 100

Structure 99

Alpha 72

Channel 288

Colour component 112

Always visible

Texture 152

Ambient

Lighting 15, 154

Angle 45

Integral type 102

of Spot light 147

see Euler angle set 46

Animating

Textures 157

Application memory class 54

Apply

Matrix to point 173, 175, 190-193, 216, 218

Matrix to vector 174-175, 192-193, 217, 219

Texture map 157, 233

Arccosine

Fixed 131

Scalar 102

Arcsine

Fixed 131

Scalar 102

Arctangent

Fixed 131

Scalar 102

Arguments

Function heading - see Heading 7

Arithmetic

Structure heading - see Heading 7

ASCII

Fonts 134

Aspect 19

Camera 108

`Copy/Assign'

Structure heading - see Heading 7

Attach

Actor 80

Attenuation

Light 146

Attributes

Filing system 57

Call-back 125, 371

B

Back face culling 152

Base

Material index 155

Begin

Initialising the library 10

Bilinear

Interpolation of texture 152

Binary

Mode 57, 63, 227

Bit map

Font 135

Blanking period 44

Blend table

Material 152, 156

see Material, Shade table 152

Block

Pool block size 299

Blue

Colour component 112

BMP

Import 296

Boolean

Integral type 104

Bounding box

Actor 82, 105

Check on screen 250

Intersection 83

Model 82, 105, 230

Pick 83

Rendering style

Edges 79

Faces 79

Points 79

Bounding radius 230

Bounds

Actor 20, 77, 82

of Order table 261

Render call-back 38, 317

Structure 105

Bounds correct

Actor 20, 77

BRender

Initialising the library 10

Overview 2

Termination 10-11

What does it do? 2-3

What is it? 2

Why is it so good? 3

Bucket

of Order table 305

Bucket sort

Primitives 263

see Z sort 31

Buffer

Double buffering 43

see Pixel map 272

C

C Types 45

Calculating

Actor bounding box 82

Call-back

2D pick 268

3D pick 270

Custom model 229, 247

Enumerate

Actor 98

Resource 323

Resource class 321

Texture map 149

Failure diagnostic 113, 115

File

Advance 127, 370

Close 126, 372

End of file 126, 373

Get character 126, 374

Get line 127, 375

Open 126, 376, 378

Put character 126, 379

Put line 127, 380

Read block 126, 381

Write block 126, 382

Filing system

Attributes 125, 371

Find

Resource class 322

Texture map 150

Inquire

Memory 386

Material

Enumerate 169

Find 170

Memory

Allocate 99, 383

Deallocate 99

Free 385

Inquire 99

Mode test 227

Model

Enumerate 255

Find 256

Pick 257

Primitive 39, 307

Render bounds 38, 317

Resource

Free 325, 331

Sample material find hook 164

Set material find hook 163

Set model find hook 241

Set resource class find hook 328

Set shade table find call-back 293

Set texture map find hook 290

Shade table

Enumerate 337

Find 338

Warning diagnostic 114-115

`The Call-back Function'

Structure heading - see Heading 7

calloc() - see Memory allocate 55

Camera 18

Actor 18, 77

Aspect 108

Co-ordinate space 22

Default 110

Field of view 108

Height of parallel projection 109

Identifier 109

Perspective matrix 225

Structure 107

Type 108

User data 109

Width of parallel projection 109

Candlelight

Point light 146

Change

Actor parent 81

Channels

of Pixel map 288

Character

Font 134

Font bit maps 135

Get from file 62

Put to file 59

Size 134

Check

Bounding box on screen 250

Child

Add actor 80

Remove actor 81

Children

Actor 75

Chunk

Pool chunk size 300

Class

see Memory class 54

see Resource class 54

Clear

Allocate memory 55

Order table 265

Clip plane

Actor 20, 77, 86

Disable 86

Distance of hither 108

Distance of yon 108

Enable 86

Clipping

Outcodes 253

see Clip plane 77

Clone

Pixel map 287

Close

File 63

Call-back 126, 372

CLUT 16

Collision detection 83, 248

see Pick 44

Colour 16

Buffer - see Pixel map 272

Integral type 111

Light 146

Look up table 16

Material 155, 157

Column

Font spacing 135

Comparison

Structure heading - see Heading 7

Conical

Light 146

Constant

Light attenuation 146

Constructing

Actor 89

Actor hierarchy 80-81

Order table 266

`Construction & Destruction'

Structure heading - see Heading 7

Conversion

Structure heading - see Heading 7

Converting

Angle 103

Colours 111

Co-ordinates 23, 82-83, 225, 251-253

Degrees 103

Depth to view z ordinate 24

Euler

from Unit quaternion 314

to Matrix 120-121

to Unit quaternion 120

Host to network word order 70

Matrix

from Unit quaternion 314-315

Network to host word order 70

Numbers 103

Radians 103

Scalar 103, 334

Transform

to Matrix 343

Unit quaternion

to Euler 314

to Matrix 314-315

View z ordinate to depth 23, 32

Co-ordinate space 21

Actor 21

Camera 22

Converting 82

Converting between 23

from Actor to screen 83

from Depth to camera 24

from Model to screen 251-253

Model 21

Reference actor 13

Sceen 22

Screen 22-23

View 22

World 22

Co-ordinates

Converting 23

Generating for texture map 233

Texture 233

Coplanar faces 122

`Copy/Assign'

Structure heading - see Heading 7

Copy

Dirty rectangle 42

Matrix 182, 205-206, 222-223

Memory block 53

Pixel map 44, 280

Pixel map rectangle 281

String 55

Vector 353, 362, 366

Cosine

Angle 102

Fixed 131

Count

Actors in file 94

Materials in file 164

Materials in registry 161

Models in file 242

Models in registry 239

Pixel maps in file 295

Resource class 329

Shade tables in registry 291

Texture maps in registry 288

Create

new resource class 326

Creating

Actor 89

Depth buffer 287

Off screen pixel maps 287

Order table 266

Resource class 325

Cross

Vector product 359

CRT fly back 44

Culling

Back face 152

Custom

Model 229, 247

Model data 231

Cylinder

Texture map 233

D

Data

Pixel map 274

Daylight

Ambient lighting 154

Deallocate

Material 161

Memory 56

Call-back 99, 385

Model 239

Pixel map 287

Pool 302

Decal

Texture map 152

Declaration

Function heading - see Heading 6

Default

Actor camera 110

Actor light 148

Actor material 78

Actor model 78

Camera 110

Diagnostic handler 10

Filing System 10

Filing system 10

Light 148

Material 78

Memory allocator 10

Model 78

Order table 266

Rendering style 79

Defaults

Creation of 10

Depth

Actor in Hierarchy 76

Channel 288

of Pixel map 288

to View z ordinate 24

Depth buffer 30, 273

Initialising 30

Pixel map 287

Description

Function heading - see Heading 6

Destroying

Actor 90

Order table 267

`Construction & Destruction'

Structure heading - see Heading 7

Destructor

of Resource 331

Detach

Actor 81

Determinant

Matrix 221

Device

Pixel map 275

Diagnostic 65

Default handler 10

Failure call-back 113, 115

Handler identifier 115

Handler structure 115

Set handler 10, 67, 116

Warning call-back 114-115

Difference

of vectors 350, 358

Diffuse

Lighting contribution 154

Lighting factor 15

Dim

Light attenuation 146

Dimensions

of Pixel map 274

Direct

Light 146

Direct draw 71

Dirty rectangle

Copy 42

Fill 42

Tracking 41, 317

Disable

Clip plane 86

Light 86

Primary order table 265

Disc

Texture map 233

Display

Video buffer 43

Dither

Material 152

Divide

Fixed 130

Matrix 172-173, 189-190, 215

Scalar 332-333

Unit quaternion 313

Vector by scalar 351, 359

DOS 71

Dot

Vector product 352, 359, 365

Double buffering 43

Off screen pixel map 287

Double sided

Material 152

DR DOS 71

Draw

Line in pixel map 276

Dummy

Actor 13, 77

Duplicate

String 49, 55

Dynamic memory 53-54

E

Edge

Rendering style 79

Effects

Function heading - see Heading 7

Empty pool 300

Enable

Clip plane 86

Custom model call-back 229

Light 85

Primary order table 264

Encoding

of Font 135

End

BRender 11

of File 58

Call-back 126

of file 62

Call-back 373

Rendering scene 37

Z buffer 40

Z sort 40

Engine - see Rendering Engine 26

Enumerate

Actor 90

Call-back 98

Material 161

Call-back 169

Model 240

Call-back 255

Resource

Call-back 323

Children (dependents) 50

Resource class 329

Call-back 321

Shade table 292

Call-back 337

Texture map 289

Call-back 149

Environment

Material 152

Set actor 85

Epsilon

Scalar 334

Euler angle set 46

from Matrix 204, 221

from Unit quaternion 314

Order 119

Structure 118

to Matrix 120-121

to Quaternion 120

Transform 340-341

Example

Function heading - see Heading 7

Exponential

Fixed 131

`Import & Export'

Structure heading - see Heading 7

F

Face 14

Back face culling 152

Colour 155

Default material 78

Flags 122

Index 155

Keep original 229

Lighting 15

Material 122, 151

Matt 154

Model 229

Rendering style 79

Shiny 154

Smoothing 122

Structure 122

Texture co-ordinates 157

Vertex 367

Vertices 122

Failure

Diagnostic call-back 113, 115

Field of view

of Camera 108

File

Advance 62

Call-back 127, 370

Close 63

Call-back 126, 372

End of file 58, 62

Call-back 126, 373

Get character 62

Call-back 126, 374

Get line

Call-back 127, 375

Get line of text 61

Magics 60

Material script 165-166

Mode test

Call-back 227

Open 57, 60

Call-back 126, 376, 378

Print formatted string 58

Put character 59

Call-back 126, 379

Put line 59

Call-back 127, 380

Read block 60

Call-back 126, 381

Set write mode 63

Write block 58

Call-back 126, 382

Write mode 227

Filing system 57

Attributes 57

Call-back 125, 371

Capabilities 57

Default 10

Identifier 127

Initialising 10

Set 10, 127

Structure 125

Fill

Dirty rectangle 42

Memory block 53

Pixel map 276

Filter

Texture 152

Find

Material 162

Call-back 170

Find failed 164

Hook 163

Model 240-241

Call-back 256

Sample hook 242

Set hook 241

Resource class 328

Call-back 322

Hook 328

Shade table 292-293

Call-back 338

Texture map 289-290

Call-back 150

Fit

Map to model 233

Fixed

Fraction - see Fraction 138

Integral type 129

Pitch font 134

Point number 332

Floating

point number 332

Fluorescent

Light 15, 154

Fly back 44

Font

Height in pixel map 280

Pitch 134

Structure 134

Width of string in pixel map 279

Force front

Material 152

Format

Print to pixel map 278

Fraction 46

Integral type 138

Unsigned 346

Vector 140-141, 143

Free

Actor 90

Material 161

Memory 56

Available 55

Call-back 99, 385

Model 239

Order table 267

Pixel map 287

Pool 302

Pool block 299-300

Resource 51

Call-back 325, 331

Front

Material 152

Fully lit

Inner cone of spot light 147

Function heading - see Heading 6

Functions 33

Actor 13

Fundamental types 45

G

Games consoles 70

General

Lighting 15, 154

Generating

Texture co-ordinates 233

Geometry

Model 228-229

Origin offset 230

Vertices 367

Get

Actor order table 88

Character from file 62

Line of text from file 61

Pixel map pixel 277

Get character

Call-back 126, 374

Get line

Call-back 127, 375

GIF

Import 296

Glyph 134, 136

Gouraud

Shading 152

Green

Colour component 111

H

Handler

Diagnostic 67, 115

Filing system 125, 127

Memory allocation 56, 99

Set diagnostic 116

Set memory allocator 100

Heading

Function 6

Structure 7

Height

of Font characters 135

of Font in pixel map 280

of Pixel map 274

Hidden surface removal 30

Hierarchical relationship 12

Actor 75, 80

Highlight 15, 79

Material specular lighting 154

Sharpness 154

Highlighting 79

Hither

Plane 108

Homogenous

2D matrix 171

3D matrix 187

Screen space 22

Homogenous screen space - see Screen space 23

Hook

Material find 163

Sample 164

Model find 241

Sample 242

Resource class find 328

Shade table find 293

Sample 294

Texture map find 290

Sample 291

Host to network

Word order 70

I

Identifier

Actor 79

Allocator 100

Camera 109

Diagnostic handler 115

Filing system 127

Light 147

Identity

Matrix 184, 207, 224

Transform 340

IFF

Import 297

`Import & Export'

Structure heading - see Heading 7

Import

3D Studio 244

BMP files 296

GIF files 296

IFF file 297

Neutral file format models 245

TGA file 297

Index

Blend table 156

Channel 288

Material 155

Shade table 155

Vertex prelight 368

Indexed

Colour map 273

Indirect

Lighting 154

Infinite

Direct light 146

Inheritance 14

Initialisation 10

Library 10

Structure heading - see Heading 7

Initialising

Filing system 10

Order table 265

Pixel map 276

Registry 10

Renderer 27

Resource classes 10

Z buffer 30

Z buffer renderer 28

Z sort renderer 28

Inner

Cone of spot light 147

Input Device Support 69

Inquire

Memory 55

Call-back 99, 386

Insert

Primitive into order table 263

Integer

Integral type 144

Unsigned 348

`The Integral Type'

Structure heading - see Heading 7

Intel 72

Intensity

Light 147

Interior

Face lighting 152

Interpolation

Spherical linear - see Unit quaternion 313

Intersection

Actor 83

Object/object - see Pick 44

Inverse

Distance 333

Matrix 172-173, 189-190, 215

Pixel map 286

Unit quaternion 313

K

Keep

Original model data 229

L

Lamp

Spot light 146

Largest

Representable scalar 334

Length

Fixed 130

of Vector 333

Vector 352, 360

Length preserving

Matrix 183

Matrix inverse 173, 190

Matrix normalise 206

Matrix transform 340

Level of detail 248

Library

Termination 10-11

`Referencing & Lifetime'

Structure heading - see Heading 7

Light 15, 17

see Actor 145

Actor 17, 77, 85-86

Ambient 154

Behaviour 145

Colour 146

Data structure 145

Default 148

Direct 146

Disable 86

Enable 85

Identifier 147

Material 152

Point 146

Prelighting 234

Spot 146

Type 145

User data 147

Lightbulb

Point light 146

Line

Draw in pixel map 276

Primitive 305

Linear

Interpolated texture 152

Light attenuation 146

Load

Actor 95-96

Material 165-166

Model 243-245

Pixel map 295-297

Locate

Actor file 94

Material file 164

Model file 242

Pixel map file 295

Logos 152

Look up

Transform 340-341

Low precision

Normalise vector 361

Luminous

Light 15, 154

M

Machine word

Ordering 70

Macintosh 72

Magics 60, 227

Magnitude

Vector 333, 352, 360

`Access & Maintenance'

Structure heading - see Heading 7

malloc() - see Memory Allocate 55

Manipulator 69

Map - see Texture map 272

Mask

see Blend table 156

Texture map 152

Match

Pixel map 286

Material 15

Add 158

Allocate 160

Blend table 152, 156

Colour 157

Count 161

Count in file 164

Default 78

Diffuse lighting 154

Double sided 152

Enumerate 161

Call-back 169

Face 122

Find 162

Call-back 170

Find failed load 164

Find hook 163

Sample call-back 164

Free 161

Identifier 157

Index base 155

Index range 155

Lighting 15

Load 165-166

Matt 154

of Primitive 306

Prelighting 368

Remove 159

Save 167

Shade table 155

Shiny 154

Specular lighting 154

Specular power 154

Structure 151

Transform 157

Transparency 156

Transparent 157, 274

Two sided 152

Update 159

User data 157

Matrix 46

2D Affine 171

3D Manipulator 69

Actor to actor 82

Actor to screen 83

Adjoint 220

Apply 173-175

Apply to point 190-193, 216, 218

Apply to vector 192-193, 217, 219

Copy 182, 205-206, 222-223

Determinant 221

Divide 172-173, 189-190, 215

from Euler 120-121

from Transform 343

from Unit quaternion 314-315

Identity 184, 207, 224

Inverse 172-173, 189-190, 215

Multiply 172, 176-182, 188, 194-203, 215, 219-220

Normalise 183, 206

Perspective 225

Rolling Ball 69

Rotate 186, 197-198, 201-202, 211-212

Scale 185, 195, 199, 208, 224

Shear 186, 195-196, 200-201, 209-210

Structure 171, 187, 214

Texture map transform 157

to Euler 204, 221

to Transform 204

to Unit quaternion 204, 222

Transform 198, 203, 220, 340, 342

Translate 184, 194, 199, 208

Transpose 192-193, 218-219

Matt

Material 154

Maximum

Vertex 230

Members

Structure heading - see Heading 7

Memory

Allocate 55

Call-back 99, 383

Allocator 99

Block copy 53

Block fill 53

Class type 54

Deallocate 56

Free 56

Call-back 99, 385

Inquire 55

Call-back 99, 386

Management 53

Pools 56

Set allocator 100

Memory allocation

Default handler 10

Handler 56

Pool 299

Set handler 10

Memory Class

Application 54

Inquire memory available 55

Memory class 48

Merge

Order table 264

Mesh

Model 228

Minimum

Vertex 230

MIPS 72

Mode

Binary 63

Pick 231

see Write mode 63

Test call-back 227

Text 63

Model 14

Actor 13, 77

Add to registry 235-236

Allocate 239

Apply texture map 233

Behaviour 229

Bounding box 82, 105, 230

Bounding radius 230

Co-ordinate space 21

Co-ordinates 367

Co-ordinates to screen space 251-253

Count in file 242

Count in registry 239

Custom call-back 229, 247

Default 78

Default material 78

Don't Weld 229

Enumerate 240

Call-back 255

Face 229

Find 240-241

Call-back 256

Fit map 233

Flags 229

Free 239

Generate prelit vertex values 234

Geometry 229, 367

Identifier 230

Keep original 229

Lighting 15

Load 243-245

Material 151

Morphing 248

Order table 87-88

Performance 229

Pick

Call-back 257

Pivot point 230

Quick update 229

Remove from registry 237-238

Render 249

Rendering style 79

Sample find hook 242

Save 245-246

Set find hook 241

Structure 228

to Screen co-ordinate space 251

Update 237

User data 231

Vertex 229, 367

Modified Extent - see Dirty rectangle tracking 41

Moon

Direct light 146

Morphing

Keep original model data 229

Model 248

Mouse 69

Move

Actor 81

MS DOS 71

Multiply

Fixed 129-130

Fraction 138

Matrix 172, 176-182, 188, 194-203, 215, 219-220

Scalar 332-333

Unit quaternion 312

Vector by scalar 351, 358

Vector cross product 359

Vector dot product 352, 359, 365

N

Negate

Vector 349, 357

Network to host

Word order 70

Neutral

File format import 245

Next

Free block in pool 299

Pool block on spike 303

None

Actor 13, 77

Rendering style 79

Texture map 233

Normalise

Matrix 183, 206

Unit quaternion 316

Vector 353, 361

Null actor - see None actor 13

Number

of Materials 161

of Model faces 230

of Model vertices 229

of Order table intervals 261

O

Object - see Actor 12

Off screen 77

Buffer, displaying 43

Pixel map 287

Swap 44

Offset

Model geometry origin 230

On screen 77

Check 250

One

Fixed 132

Opacity

see Blend table 156

Open

File 57, 60

Call-back 126, 376, 378

Operations

Structure heading - see Heading 7

Optimising

Model rendering 229

Order table 31

Allocate 266

Bucket 305

Clear 265

Default 266

Disable primary 265

Enable primary 264

Flags 262

Free 267

Get actor 88

Insert primitive 263

Merge 264

Primary 260

Primitive 305

Set actor 87

Size 261

Structure 260

Type 262

Visits 263

Z range 261

Z sort position 261

Ordering

Machine word 70

Origin

of pixel map 274

Original

Keep model data 229

Other Actors 19

Out codes 253

Outer

Cone of spot light 147

P

Palette 16

Pixel map 275

Parallel

Camera 108

Light 146

Parent

Actor 75

Partially lit

Outer cone of spot light 147

Pattern

matching 91

PC DOS 71

Penumbra

of spot light 147

Perspective

Camera 108

Correct texture 152

Matrix 225

Phong

Lighting 15

Physical

Pixel map width (row length) 275

Screen space 23

Pi 103

Pick 44

2D call-back 268

2D scene 84

3D call-back 270

3D scene 83

Model 231

Call-back 257

Pitch

Font 134

Pivot

Point of model 230

Pixel

Get 277

Set 277

Pixel map 41

Actor at pixel 84

Allocate 285

Channels 288

Clearing 42

Clone 287

Copy 44, 280

Copy rectangle 281

Count in file 295

Data 274-275

Data structure 272

Dimensions 274

Dirty rectangle

Copy 42

Fill 42

Double buffer 44

Draw line 276

Fill 276

Flags 274

Font 134-135

Free 287

Get pixel 277

Identifier 275

Load 295-297

Match 286

Material texture 157

Operations 41

Origin 274

Palette 275

Pixel get 277

Pixel set 277

Pixel size 288

Rectangle fill 276

Rendering to 41

Rendering to video 43

Save 297-298

Set pixel 277

Suballocate 286

Text 277-278

Text height 280

Text width 279

Type 273

User data 275

Using 41

Plane

Texture map 233

Platform Specific

Structure heading - see Heading 7

Plot

Point in pixel map 277

Point

Apply matrix 173, 175, 190-193, 216, 218

Light 146

Primitive 305

Rendering style 79

Pool

see Memory 56

Allocate 301

Block 303

Allocate 300

Free 300

Size 299

Spike 303

Chunk size 300

Data structure 299

Empty 300

Free 302

Memory class 300

Positional relationship 12

Actor 76, 82

Power

Fixed 131

Scalar 333

Specular lighting 154

PowerPC 72

Preconditions

Function heading - see Heading 7

Prelit

Colours 368

Generating prelit values 234

Index 368

Material 152

Vertex 367

Preprocessing 29

Primary

Order table 260, 264

Disable 265

Primitive

Call-back 307

Data structure 305

Heap size 28

Insert into order table 263

Linked list 263

Material 306

Order table 260

Set call-back 39

Sorting 31

Type 305

Print

Formatted string to file 58

to Pixel map 278

Projected

Screen space 22

Projected screen space - see Screen space 23

Proportional

Pitch font 134

PSX 70

Put character 59

Call-back 126, 379

Put line 59

Call-back 127, 380

Q

Quadratic

Light attenuation 147

Quaternion - see Unit quaternion 46, 311

Quick

Normalise vector 361

Update 229

R

Radius

Model 230

Raise

Fixed 131

Scalar 333

Range

Material index 155

Read block 60

Call-back 126, 381

Real

Scalar number 332

Reciprocal

Fixed 131

Fixed length 130

Scalar 332

Vector length 333

Rectangle

Copy 42, 281

Fill 42, 276

Red

Colour component 111

Reference

Actor 13, 77

`Referencing & Lifetime'

Structure heading - see Heading 7

Reflected light 15

Registry 29

Add material 158

Add model 235-236

Add shade table 283

Add texture map 281-282

Count materials 161

Count models 239

Count shade tables 291

Count texture maps 288

Enumerate material 161

Enumerate model 240

Enumerate shade table 292

Enumerate texture maps 289

Find model 240-241

Find shade tables 292-293

Find texture map 289-290

Initialising 10

Material find 162

Model update 229

Remove material 159

Remove model 237-238

Remove shade table 284

Remove texture map 282-283

Update material 159

Update model 237

Update shade table 284

Update texture map 282

Releasing

Actor 90

All memory 10

Memory 56

Order table 267

Relink

Actor 81

Remarks

Function heading - see Heading 7

Remove

Actor 81

Child actor 81

Material 159

Model from registry 237-238

Resource block 51

Resource class 326

Shade table from registry 284

shade table from registry 284

Texture map from registry 282-283

Render

Model 249

Render bounds

Call-back 317

Set call-back 38

Renderer

Initialising 27

Terminating 39

Z buffer 30

Initialising 28

Z sort 31

Initialising 28

Rendering 33

Custom model 229, 247

End 37

Engine 26

Pixel map to video 43

Scene 34-37

Style 79

to Pixel map 41

Resource

Add 49

Allocate 48

Block class 49

Block size 50

Class type 54

Duplicate string 49

Enumerate

Call-back 323

Children (dependents) 50

Free 51

Call-back 325, 331

Identifier 325

Remove 51

Resource class 48

Add 325-326

Count 329

Data structure 324

Enumerate 329

Call-back 321

Find 328

Call-back 322

Find hook 328

Initialising 10

Remove 326

Restarting

BRender 10

Result

Function heading - see Heading 7

Retaining

Original vertices 229

Retrace 44

RGB

Channel 288

to Colour 111

Rolling Ball 69

Root

Actor 13

Fixed (square root) 131

Scalar (square root) 333

Rotate

Matrix 178, 182, 186, 197-198, 201-202, 211-212

Texture 157

Row

Font spacing 135

S

Sample

Shade table find hook 294

Texture map find hook 291

Saturn 70

Save

Actor 94, 96

Material 167

Model 245-246

Pixel map 297-298

Scalar 45

Fixed type 129

Fraction 138

Integral type 332

Largest representable 334

Smallest representable 334

Unity - see Unity 132

Unsigned fraction 346

Scale

Matrix 177, 180, 185, 195, 199, 208, 224

Texture 157

Vector 351, 358-359

Scene

2D pick 84

3D pick 83

End rendering 37

Model prelighting 234

Rendering 34-37

Screen

Co-ordinate space 23

from Actor co-ordinates 83

space 22-23

Script

Material load 165-166

Searching

for Actor 91

for Material 161-162

for Model 240-241, 256

for Resource class 328

for Shade table 338

`See Also'

Function heading - see Heading 7

Sega 70

Selection 79

Set

Actor order table 87

Diagnostic handler 10, 67, 116

Environment actor 85

Filing system 10

Filing system handler 127

Material find hook 163-164

Matrix 184-186, 207-212, 224

Memory allocation handler 100

Memory allocator 10

Pixel map pixel 277

Primitive call-back 39

Render bounds call-back 38

Resource class find call-back 328

Shade table find hook 293

Texture map find call-back 290

Vector 354-355, 363-364

Write mode 63

Shade table 16

Add to registry 283

Count in registry 291

Data structure 272

Enumerate 292

Call-back 337

Find 292-293

Call-back 338

Find hook call-back 293

Find hook sample 294

Material 155

Remove from registry 284

Update in registry 284

Shading

Smooth 152

Sharpness

Highlight 154

Shear

Matrix 177-178, 181, 186, 195-196, 200-201, 209-210

Texture 157

Shiny

Material 154

Sibling

Actor 75

Simple memory services 53

Sine

Angle 102

Fixed 131

Size

Integral type 336

of Order table 261

of Pixels 288

of Pool block 299

Pool chunk 300

Skeleton Application 26

SLERP - see Unit quaternion 313

Smallest

Representable scalar 334

Smooth

Material 152

Smoothing

Face 122

Sony 70

Spacing

Font 135

Specification

Structure heading - see Heading 7

Specular

Lighting contribution 154

Lighting factor 15

Power 154

Sphere

Texture map 233

Spherical linear interpolation

of Unit quaternion 313

Spike

Next pool block 303

Spot

Light 146-147

Square

Fixed 130

Scalar 332

Vector length 352, 360

Square root

Fixed 131

Scalar 333

Standard filing system services 57

Stratum

Depth 261

Ordering 261

String

Duplicate 49, 55

`The Structure'

Structure heading - see Heading 7

Structure heading - see Heading 7

Style

Rendering 79

Suballocate

Pixel map 286

Subtract

Scalar 332

Vector 350, 358

Sum

of Vectors 350, 357

Sun

Direct light 146

Supplementary

Structure heading - see Heading 7

Surface - see Material 151

Swapping

Video buffers 43

Switching

Video buffers 43

Synchronisation - See Video 44

T

Table - see Shade table 16, 272

Tangent

Angle 102

Terminating

Renderer 39

Termination

BRender 10-11

Library 10-11

Test

for End of file 62

Mode call-back 227

On screen 250

Text

Font 134

Get line 61

Height in pixel map 280

Mode 57, 63, 227

Put line 59

Width for font and pixel map 279

Write string to pixel map 277-278

Texture map 16

Add to registry 281-282

Apply 233

Co-ordinates 367-368

Count in registry 288

Cylinder 233

Data structure 272

Decal 152

Disc 233

Dithering 152

Enumerate 289

Call-back 149

Environment 152

Find 289-290

Call-back 150

Find hook 290

Fit to model 233

Light 152

Material 157

None 233

Plane 233

Remove from registry 282-283

Sample find hook call-back 291

Sphere 233

Transform 157, 171

Transparency 157, 274

Update 159, 282

TGA

Import 297

`The Call-back Function'

Structure heading - see Heading 7

`The Integral Type'

Structure heading - see Heading 7

`The Structure'

Structure heading - see Heading 7

Transform

Actor 76, 82

Actor to actor 82

Actor to screen 83

Camera 225

Data structure 339

from Matrix 204

Matrix 187, 198, 203, 220

Texture map 157, 159, 171, 233

to Matrix 343

to Transform 343

Type 340

Translate

Matrix 176, 179, 184, 194, 199, 208

Texture 157

Translation

Transform 340

Translucency

see Blend table 156

Transparent

Material 156

Texture 157, 274

Transpose

Matrix 175, 192-193, 218-219

Triangle

Primitive 305

Trigonometry 102

Fixed 131

True colour 155

Colour map 273

Two

Sided material 152

Type

Actor 76-77

Camera 108

of Pixel map 273

U

Unit

Vector 361

Unit quaternion 46

Data structure 311

from Euler 120

from Matrix 204, 222

Inverse 313

Multiply 312

Normalise 316

Spherical linear interpolation 313

to Euler 314

to Matrix 314-315

Transform 340, 342

Unit vector 140-141, 143, 353, 361

Unity

Fixed 132

Unknown

Mode 227

Unsigned fraction

Integral type 346

Unsigned integer

Integral type 348

Update

Material 158-159

Model 229, 237

Model flags 229

Shade table in registry 284

Texture map 282

Updating screen 43

User defined

Model member 231

Model rendering 229

V

Vector 46

Add 350, 357

Apply matrix 174-175, 192-193, 217, 219

Copy 353, 362, 366

Cross product 359

Data structure 349, 356, 365

Dot product 352, 359, 365

Fractional 140-141, 143

Inverse scale 359

Length 333, 352, 360

Magnitude 333, 360

Negate 349, 357

Normalise 353, 361

Scale 351, 358

Set 354-355, 363-364

Subtract 350, 358

Vertex 14

Colour 368

Co-ordinates 367

Data structure 367

Don't weld 229

Generating prelit values 234

Keep original 229

Maximum 230

Model 229

Offset 230

Prelit index 368

Specified in face 122

Texture co-ordinates 233, 368

Vertical retrace 44

Video

Blanking period 44

Rendering pixel map to 43

Video refresh - see Double buffering 43

View

Space 22

Volume 23, 225

Viewer - see Camera 107

Viewing pyramid

Angle 108

W

Warning

Diagnostic call-back 114-115

Width

Font characters 134-135

of Pixel map 274

of String in font 279

Wild cards 91

Windows 71

Wire frame

Flags 122

Rendering style 79

Word

Ordering 70

World

Co-ordinate space 22

Write block 58

Call-back 126, 382

Write mode 63, 227

Y

Yon

Plane 108

YUV

Channel 288

Z

Z

Front material 152

Z buffer 30

Depth to camera z 24

End 40

Initialising 30

Renderer

Initialising 28

see Pixel map 272

Z sort 31

End 40

Get actor order table 88

Insert primitive into order table 263

Order table 260

Renderer

Initialising 28

Set actor order table 87

2


   Affine matrix
   Model pick
   Pick call-back

3


32 bit
   Colour representation
3D Studio
   Importing
3D
   Affine matrix [1] [2]
   Manipulator
   Pick call-back

B


BRender
   Overview
   What does it do?
   What is it?
   Why is it so good?

A


Angle
   see Euler angle set

B


Bucket sort
   see Z sort

C


calloc() - see Memory allocate
Class
   see Memory class
Collision detection
   see Pick
Colour
   Buffer - see Pixel map

E


Engine - see Rendering Engine

F


Fixed
   Fraction - see Fraction
Function heading - see Heading

L


Light
   see Actor[Light
      ]

M


malloc() - see Memory Allocate
Modified Extent - see Dirty rectangle tracking

N


Null actor - see None actor

O


Object - see Actor
Opacity
   see Blend table

P


Pool
   see Memory[Pool
Projected screen space - see Screen space

Q


Quaternion - see Unit quaternion [1] [2]

S


Scalar
   Unity - see Unity
SLERP - see Unit quaternion
Structure heading - see Heading
Surface - see Material
Synchronisation - See Video

T


Table - see Shade table

V


Video refresh - see Double buffering
Viewer - see Camera

B


BRender
   Overview
   What does it do?
   What is it?
   Why is it so good?

A


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]

B


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


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

D


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

E


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

F


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

G


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

H


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

I


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

L


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]

M


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]

N


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

O


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

P


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]

Q


Quadratic
   Light attenuation
Quick
   Normalise vector

R


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

S


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

T


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

U


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

V


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

W


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]

Y


Yon
   Plane
YUV
   Channel

Z


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
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