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
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
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 tableGenerated with CERN WebMaker