

- About Shader Objects
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- Surface-Based Shaders
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- Illumination Models
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- Lambert Illumination
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- Phong Illumination
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- Null Illumination
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- Textures
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- Using Shader Objects
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- Using Illumination Shaders
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- Using Texture Shaders
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- Creating Storage Pixmaps
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- Handling uv Values Outside the Valid Range
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- Shader Objects Reference
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- Constants
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- Boundary-Handling Methods
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- Shader Objects Routines
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- Managing Shaders
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- Q3Shader_GetType
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- Q3Shader_Submit
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- Managing Shader Characteristics
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- Q3Shader_GetUVTransform
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- Q3Shader_SetUVTransform
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- Q3Shader_GetUBoundary
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- Q3Shader_SetUBoundary
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- Q3Shader_GetVBoundary
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- Q3Shader_SetVBoundary
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- Managing Texture Shaders
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- Q3TextureShader_New
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- Q3TextureShader_GetTexture
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- Q3TextureShader_SetTexture
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- Managing Illumination Shaders
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- Q3LambertIllumination_New
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- Q3PhongIllumination_New
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- Q3NULLIllumination_New
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- Q3IlluminationShader_GetType
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- Managing Textures
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- Q3Texture_GetType
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- Q3Texture_GetWidth
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- Q3Texture_GetHeight
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- Managing Pixmap Textures
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- Q3PixmapTexture_New
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- Q3PixmapTexture_GetPixmap
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- Q3PixmapTexture_SetPixmap
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- Summary of Shader Objects
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- C Summary
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- Constants
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- Shader Objects Routines
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- Managing Shaders
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- Managing Shader Characteristics
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- Managing Texture Shaders
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- Managing Illumination Shaders
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- Managing Textures
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- Managing Pixmap Textures
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3D Graphics Programming with QuickDraw 3D - 17 OCT 1995© Apple Computer, Inc.


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