Contents
About Shader Objects
Surface-Based Shaders
Illumination Models
Lambert Illumination
Phong Illumination
Null Illumination
Textures
Using Shader Objects
Using Illumination Shaders
Using Texture Shaders
Creating Storage Pixmaps
Handling
uv
Values Outside the Valid Range
Shader Objects Reference
Constants
Boundary-Handling Methods
Shader Objects Routines
Managing Shaders
Q3Shader_GetType
Q3Shader_Submit
Managing Shader Characteristics
Q3Shader_GetUVTransform
Q3Shader_SetUVTransform
Q3Shader_GetUBoundary
Q3Shader_SetUBoundary
Q3Shader_GetVBoundary
Q3Shader_SetVBoundary
Managing Surface Shaders
Q3SurfaceShader_GetType
Managing Texture Shaders
Q3TextureShader_New
Q3TextureShader_GetTexture
Q3TextureShader_SetTexture
Managing Illumination Shaders
Q3LambertIllumination_New
Q3PhongIllumination_New
Q3NULLIllumination_New
Q3IlluminationShader_GetType
Managing Textures
Q3Texture_GetType
Q3Texture_GetWidth
Q3Texture_GetHeight
Managing Pixmap Textures
Q3PixmapTexture_New
Q3PixmapTexture_GetPixmap
Q3PixmapTexture_SetPixmap
Managing Mipmap Textures
Q3MipmapTexture_New
Q3MipmapTexture_GetMipmap
Q3MipmapTexture_SetMipmap
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