generated Index Node

Top

General Index


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
Generated with CERN WebMaker