"fileName","className","functionName","returnType","prototype","functionDescription","returnDescription","InputOutput","argumentOrder","argumentType","argumentName","argumentDescription" "ReadVRML.cpp","None","readVRML","int","int readVRML(char *pathName);","Reads and parses a VRML world file (.wrl suffix).","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"char *","pathName","The location of the VRML world file to read" "ReadVRML.cpp","None","renderVRML","int","int renderVRML(char *inWorldPath, char *outImagePath);","Renders the contents of the VRML world file indicated in by the inWorldPath. The rendered image is stored in the pathname outImagePath.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"char *","inWorldPath","The pathname of the VRML world file to render" "ReadVRML.cpp","None","renderVRML","int","int renderVRML(char *inWorldPath, char *outImagePath);","Renders the contents of the VRML world file indicated in by the inWorldPath. The rendered image is stored in the pathname outImagePath.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"char *","outImagePath","The pathname in which to store the rendered image. The output image is a Windows bitmap (.bmp)." "ict.cpp","CAboutDlg","DoDataExchange","void","void CAboutDlg::DoDataExchange(CDataExchange* pDX);","See MFC manual for details.","Not Applicable","Input",1.00,"CDataExchange*","pDX","See MFC manual for details." "mainfrm.cpp","CMainFrame","OnCreate","int","int CMainFrame::OnCreate(LPCREATESTRUCT lpCreateStruct);","Creates the ICT main frame window.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"LPCREATESTRUCT","lpCreateStruct","See MFC manual for details." "mainfrm.cpp","CMainFrame","Dump","void","void CMainFrame::Dump(CDumpContext& dc) const;",,"Not Applicable","Input",1.00,"CDumpContext&"," ","See MFC manual for details." "mainfrm.cpp","CMainFrame","getViewMatrix","void","void CMainFrame::getViewMatrix(tMatrix *viewMatrix);","Returns the view matrix containing the composite graphic transformation corresponding to the present viewpoint (camera) location and orientation.","Not Applicable","In-Out",1.00,"tMatrix *","viewMatrix","The matrix containing the viewer location and orientation" "mainfrm.cpp","CMainFrame","OnUpdateToolsCreatecutout","void","void CMainFrame::OnUpdateToolsCreatecutout(CCmdUI* pCmdUI) ;","Handler that checks or unchecks the Tools | Create Cutout menu item.","Not Applicable","Input",1.00,"CCmdUI*"," ","See MFC manual for details." "mainfrm.cpp","CMainFrame","OnUpdatePreviewScene","void","void CMainFrame::OnUpdatePreviewScene(CCmdUI* pCmdUI);","Handler that enables or disables the Effect | Preview menu item.","Not Applicable","Input",1.00,"CCmdUI*","pCmdUI","See MFC Manual for details." "mainfrm.cpp","CMainFrame","OnUpdatePreviewSequence","void","void CMainFrame::OnUpdatePreviewSequence(CCmdUI* pCmdUI);","Handler that enables or disables the Sequence | Preview menu item.","Not Applicable","Input",1.00,"CCmdUI*","pCmdUI","See MFC Manual for details." "mainfrm.cpp","CMainFrame","OnUpdateRenderScene","void","void CMainFrame::OnUpdateRenderScene(CCmdUI* pCmdUI);","Handler that enables or disables the Effect | Render menu item.","Not Applicable","Input",1.00,"CCmdUI*","pCmdUI","See MFC Manual for details." "mainfrm.cpp","CMainFrame","OnUpdateRenderSequence","void","void CMainFrame::OnUpdateRenderSequence(CCmdUI* pCmdUI);","Handler that enables or disables the Sequence | Render menu item.","Not Applicable","Input",1.00,"CCmdUI*","pCmdUI","See MFC Manual for details." "mainfrm.cpp","CMainFrame","OnUpdateRenderDepthsorting","void","void CMainFrame::OnUpdateRenderDepthsorting(CCmdUI* pCmdUI);","Handler that checks or unchecks the Render | Depth Sorting menu item.","Not Applicable","Input",1.00,"CCmdUI*","pCmdUI","See MFC Manual for details." "mainfrm.cpp","CMainFrame","OnUpdateRenderZbuffer","void","void CMainFrame::OnUpdateRenderZbuffer(CCmdUI* pCmdUI);","Handler that checks or unchecks the Render | Z Buffer menu item.","Not Applicable","Input",1.00,"CCmdUI*","pCmdUI","See MFC Manual for details." "mainfrm.cpp","CMainFrame","OnUpdateToolsSampleimage","void","void CMainFrame::OnUpdateToolsSampleimage(CCmdUI* pCmdUI);","Handler that checks or unchecks the Tools | Sample Image menu item.","Not Applicable","Input",1.00,"CCmdUI*","pCmdUI","See MFC Manual for details." "mainfrm.cpp","CMainFrame","OnUpdateToolsRemoveSampleColors","void","void CMainFrame::OnUpdateToolsRemoveSampleColors(CCmdUI* pCmdUI);","Handler that checks or unchecks the Tools | Remove Sample Colors menu item.","Not Applicable","Input",1.00,"CCmdUI*","pCmdUI","See MFC Manual for details." "mainfrm.cpp","CMainFrame","OnUpdateRenderHazefog","void","void CMainFrame::OnUpdateRenderHazefog(CCmdUI* pCmdUI);","Not Used","Not Applicable","Input",1.00,"CCmdUI*","pCmdUI","See MFC Manual for details." "mainfrm.cpp","CMainFrame","OnUpdateRenderAntialias","void","void CMainFrame::OnUpdateRenderAntialias(CCmdUI* pCmdUI);","Handler that checks or unchecks the Render | Anti-alias menu item.","Not Applicable","Input",1.00,"CCmdUI*","pCmdUI","See MFC Manual for details." "ictdoc.cpp","CIctDoc","Serialize","void","void CIctDoc::Serialize(CArchive& ar);","See MFC manual for details.","Not Applicable","Input",1.00,"CArchive&","ar","See MFC manual for details." "ictdoc.cpp","CIctDoc","Dump","void","void CIctDoc::Dump(CDumpContext& dc) const;",,"Not Applicable","Input",1.00,"CDumpContext&"," ","See MFC manual for details." "render.cpp","renderObject","drawSequence","void","void renderObject::drawSequence(HDC theDC, char *modelName, int screenHeight, int screenWidth,int frameCounter);","Draws a wireframe version of a sequence special effect","Not Applicable","Input",1.00,"HDC","theDC","Handle to the GDI device context to draw to." "render.cpp","renderObject","drawSequence","void","void renderObject::drawSequence(HDC theDC, char *modelName, int screenHeight, int screenWidth,int frameCounter);","Draws a wireframe version of a sequence special effect","Not Applicable","Input",2.00,"char *","modelName","The name of the model to draw" "render.cpp","renderObject","drawSequence","void","void renderObject::drawSequence(HDC theDC, char *modelName, int screenHeight, int screenWidth,int frameCounter);","Draws a wireframe version of a sequence special effect","Not Applicable","Input",3.00,"int","screenHeight","The number of rows or y dimension of the display screen" "render.cpp","renderObject","drawSequence","void","void renderObject::drawSequence(HDC theDC, char *modelName, int screenHeight, int screenWidth,int frameCounter);","Draws a wireframe version of a sequence special effect","Not Applicable","Input",4.00,"int","screenWidth","The number of columns or x dimension of the display screen" "render.cpp","renderObject","drawSequence","void","void renderObject::drawSequence(HDC theDC, char *modelName, int screenHeight, int screenWidth,int frameCounter);","Draws a wireframe version of a sequence special effect","Not Applicable","Input",5.00,"int","frameCounter","The current frame number." "render.cpp","renderObject","drawStill","void","void renderObject::drawStill(HWND theWindow, char *modelName,int screenHeight,int screenWidth);","Draws a wireframe version of a still (single image) special effect","Not Applicable","Input",1.00,"HWND","theWindow","Handle to the window to draw to." "render.cpp","renderObject","drawStill","void","void renderObject::drawStill(HWND theWindow, char *modelName,int screenHeight,int screenWidth);","Draws a wireframe version of a still (single image) special effect","Not Applicable","Input",2.00,"char *","modelName","The name of the model to draw" "render.cpp","renderObject","drawStill","void","void renderObject::drawStill(HWND theWindow, char *modelName,int screenHeight,int screenWidth);","Draws a wireframe version of a still (single image) special effect","Not Applicable","Input",3.00,"int","screenHeight","The number of rows or y dimension of the display screen" "render.cpp","renderObject","drawStill","void","void renderObject::drawStill(HWND theWindow, char *modelName,int screenHeight,int screenWidth);","Draws a wireframe version of a still (single image) special effect","Not Applicable","Input",4.00,"int","screenWidth","The number of columns or x dimension of the display screen" "render.cpp","None","insertionSort","void","void insertionSort(int theItems[], int numItems);","Sorts theItems array into descending order.","Not Applicable","In-Out",1.00,"int","theItems[]","The array of model distances to be sorted. This array contains the key." "render.cpp","None","insertionSort","void","void insertionSort(int theItems[], int numItems);","Sorts theItems array into descending order.","Not Applicable","Input",2.00,"int","numItems","The number of items in the list." "render.cpp","None","removeDuplicates","void","void removeDuplicates(int theList[], int *listLength);","Removes duplicate entries in theList. Assumes theList is already sorted.","Not Applicable","In-Out",1.00,"int","theList[]","The list of data to be sorted." "render.cpp","None","removeDuplicates","void","void removeDuplicates(int theList[], int *listLength);","Removes duplicate entries in theList. Assumes theList is already sorted.","Not Applicable","In-Out",2.00,"int *","listLength","The number of cellss in the list array." "render.cpp","None","prepareCutout","int","int prepareCutout(shape3d *aShape, HWND HWindow, char *imageFileName,char *cutoutName, int imageWidth,int imageHeight);","Called after an image has been rotoscoped on an ICT image window by tracing around it with the mouse. This function creates an image file that contains only the rotoscoped area of the image (whatever is inside the traced boundary). A mask image is also prepared.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"shape3d *","aShape","Pointer to a shape object containing the screen vertices that were traced out by the user." "render.cpp","None","prepareCutout","int","int prepareCutout(shape3d *aShape, HWND HWindow, char *imageFileName,char *cutoutName, int imageWidth,int imageHeight);","Called after an image has been rotoscoped on an ICT image window by tracing around it with the mouse. This function creates an image file that contains only the rotoscoped area of the image (whatever is inside the traced boundary). A mask image is also prepared.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"HWND","HWindow","Handle to the window in which the image resides." "render.cpp","None","prepareCutout","int","int prepareCutout(shape3d *aShape, HWND HWindow, char *imageFileName,char *cutoutName, int imageWidth,int imageHeight);","Called after an image has been rotoscoped on an ICT image window by tracing around it with the mouse. This function creates an image file that contains only the rotoscoped area of the image (whatever is inside the traced boundary). A mask image is also prepared.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",3.00,"char *","imageFileName","The image file name in which to store a mask image." "render.cpp","None","prepareCutout","int","int prepareCutout(shape3d *aShape, HWND HWindow, char *imageFileName,char *cutoutName, int imageWidth,int imageHeight);","Called after an image has been rotoscoped on an ICT image window by tracing around it with the mouse. This function creates an image file that contains only the rotoscoped area of the image (whatever is inside the traced boundary). A mask image is also prepared.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",4.00,"char *","cutoutName","The pathname of the rotoscoped image (also called a cutout)" "render.cpp","None","prepareCutout","int","int prepareCutout(shape3d *aShape, HWND HWindow, char *imageFileName,char *cutoutName, int imageWidth,int imageHeight);","Called after an image has been rotoscoped on an ICT image window by tracing around it with the mouse. This function creates an image file that contains only the rotoscoped area of the image (whatever is inside the traced boundary). A mask image is also prepared.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",5.00,"int","imageWidth","The image width in pixels (x dimension)" "render.cpp","None","prepareCutout","int","int prepareCutout(shape3d *aShape, HWND HWindow, char *imageFileName,char *cutoutName, int imageWidth,int imageHeight);","Called after an image has been rotoscoped on an ICT image window by tracing around it with the mouse. This function creates an image file that contains only the rotoscoped area of the image (whatever is inside the traced boundary). A mask image is also prepared.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",6.00,"int","imageHeight","The image height in pixels (y dimension)" "render.cpp","None","assembleName","void","void assembleName(char *inputName, char theSuffix, char *outputName);","Creates a Pathname by appending a suffix to an existing pathname.","Not Applicable","Input",1.00,"char *","inputName","The original pathname" "render.cpp","None","assembleName","void","void assembleName(char *inputName, char theSuffix, char *outputName);","Creates a Pathname by appending a suffix to an existing pathname.","Not Applicable","Input",2.00,"char","theSuffix","The character to append to the pathname" "render.cpp","None","assembleName","void","void assembleName(char *inputName, char theSuffix, char *outputName);","Creates a Pathname by appending a suffix to an existing pathname.","Not Applicable","Input",3.00,"char *","outputName","The output pathname" "render.cpp","renderObject","previewMesh","void","void renderObject::previewMesh(HDC theDC, char *modelName,float xOff, float yOff,int screenHeight, int screenWidth);","Draw a wireframe version of a quadrilateral mesh model.","Not Applicable","Input",1.00,"HDC","theDC","Handle to the GDI device context to draw to." "render.cpp","renderObject","previewMesh","void","void renderObject::previewMesh(HDC theDC, char *modelName,float xOff, float yOff,int screenHeight, int screenWidth);","Draw a wireframe version of a quadrilateral mesh model.","Not Applicable","Input",2.00,"char *","modelName","The name of the model to draw" "render.cpp","renderObject","previewMesh","void","void renderObject::previewMesh(HDC theDC, char *modelName,float xOff, float yOff,int screenHeight, int screenWidth);","Draw a wireframe version of a quadrilateral mesh model.","Not Applicable","Input",3.00,"float","xOff","The x axis offset to add to output drawing coordinates" "render.cpp","renderObject","previewMesh","void","void renderObject::previewMesh(HDC theDC, char *modelName,float xOff, float yOff,int screenHeight, int screenWidth);","Draw a wireframe version of a quadrilateral mesh model.","Not Applicable","Input",4.00,"float","yOff","The y axis offset to add to output drawing coordinates" "render.cpp","renderObject","previewMesh","void","void renderObject::previewMesh(HDC theDC, char *modelName,float xOff, float yOff,int screenHeight, int screenWidth);","Draw a wireframe version of a quadrilateral mesh model.","Not Applicable","Input",5.00,"int","screenHeight","The number of rows or y dimension of the display screen" "render.cpp","renderObject","previewMesh","void","void renderObject::previewMesh(HDC theDC, char *modelName,float xOff, float yOff,int screenHeight, int screenWidth);","Draw a wireframe version of a quadrilateral mesh model.","Not Applicable","Input",6.00,"int","screenWidth","The number of columns or x dimension of the display screen" "render.cpp","renderObject","renderMesh","int","int renderObject::renderMesh(memImage *outputImage, memImage *inputImage,int blendIndicator);","Render a quadrilateral mesh model.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",1.00,"memImage *","outputImage","The output image" "render.cpp","renderObject","renderMesh","int","int renderObject::renderMesh(memImage *outputImage, memImage *inputImage,int blendIndicator);","Render a quadrilateral mesh model.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"memImage *","inputImage","The input texture image. The names of the x, y, and z images are derived from the name of the texture image." "render.cpp","renderObject","renderMesh","int","int renderObject::renderMesh(memImage *outputImage, memImage *inputImage,int blendIndicator);","Render a quadrilateral mesh model.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",3.00,"int","blendIndicator","blend indicator. TRUE if the model image is to be blended into the background plate" "render.cpp","renderObject","renderMeshz","int","int renderObject::renderMeshz(memImage *outputImage, memImage *maskImage,memImage *inputImage, memImage *zBuffer, float vx, float vy, float vz);","Render a quadrilateral mesh model using a Z buffer.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",1.00,"memImage *","outputImage","The output image" "render.cpp","renderObject","renderMeshz","int","int renderObject::renderMeshz(memImage *outputImage, memImage *maskImage,memImage *inputImage, memImage *zBuffer, float vx, float vy, float vz);","Render a quadrilateral mesh model using a Z buffer.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"memImage *","maskImage","An 8 bit alpha image corresponding to the input image." "render.cpp","renderObject","renderMeshz","int","int renderObject::renderMeshz(memImage *outputImage, memImage *maskImage,memImage *inputImage, memImage *zBuffer, float vx, float vy, float vz);","Render a quadrilateral mesh model using a Z buffer.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",3.00,"memImage *","inputImage","The input image" "render.cpp","renderObject","renderMeshz","int","int renderObject::renderMeshz(memImage *outputImage, memImage *maskImage,memImage *inputImage, memImage *zBuffer, float vx, float vy, float vz);","Render a quadrilateral mesh model using a Z buffer.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","In-Out",4.00,"memImage *","zBuffer","Pointer to Z-buffer image" "render.cpp","renderObject","renderMeshz","int","int renderObject::renderMeshz(memImage *outputImage, memImage *maskImage,memImage *inputImage, memImage *zBuffer, float vx, float vy, float vz);","Render a quadrilateral mesh model using a Z buffer.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",5.00,"float","vx","The viewpoint x coordinate" "render.cpp","renderObject","renderMeshz","int","int renderObject::renderMeshz(memImage *outputImage, memImage *maskImage,memImage *inputImage, memImage *zBuffer, float vx, float vy, float vz);","Render a quadrilateral mesh model using a Z buffer.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",6.00,"float","vy","The viewpoint y coordinate" "render.cpp","renderObject","renderMeshz","int","int renderObject::renderMeshz(memImage *outputImage, memImage *maskImage,memImage *inputImage, memImage *zBuffer, float vx, float vy, float vz);","Render a quadrilateral mesh model using a Z buffer.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",7.00,"float","vz","The viewpoint z coordinate" "render.cpp","renderObject","transformAndProject","void","void renderObject::transformAndProject (tMatrix *aMatrix, int outHeight, int outWidth,int externalCentroid,float centroidX, float centroidY, float centroidZ);","Transforms and projects the renderObject's currentShape object coordinates using the indicated perspective matrix and reference point.","Not Applicable","Input",1.00,"tMatrix *","aMatrix","The transformation matrix" "render.cpp","renderObject","transformAndProject","void","void renderObject::transformAndProject (tMatrix *aMatrix, int outHeight, int outWidth,int externalCentroid,float centroidX, float centroidY, float centroidZ);","Transforms and projects the renderObject's currentShape object coordinates using the indicated perspective matrix and reference point.","Not Applicable","Input",2.00,"int","outHeight","The height of the output image in pixels" "render.cpp","renderObject","transformAndProject","void","void renderObject::transformAndProject (tMatrix *aMatrix, int outHeight, int outWidth,int externalCentroid,float centroidX, float centroidY, float centroidZ);","Transforms and projects the renderObject's currentShape object coordinates using the indicated perspective matrix and reference point.","Not Applicable","Input",3.00,"int","outWidth","The width of the output image in pixels" "render.cpp","renderObject","transformAndProject","void","void renderObject::transformAndProject (tMatrix *aMatrix, int outHeight, int outWidth,int externalCentroid,float centroidX, float centroidY, float centroidZ);","Transforms and projects the renderObject's currentShape object coordinates using the indicated perspective matrix and reference point.","Not Applicable","Input",4.00,"int","externalCentroid","Default: FALSE, in this case the object is transformed relative to its centroid. If TRUE, the object is transformed relative to the 3D point point." "render.cpp","renderObject","transformAndProject","void","void renderObject::transformAndProject (tMatrix *aMatrix, int outHeight, int outWidth,int externalCentroid,float centroidX, float centroidY, float centroidZ);","Transforms and projects the renderObject's currentShape object coordinates using the indicated perspective matrix and reference point.","Not Applicable","Input",5.00,"float","centroidX","x coordinate of point. Used only if useExternalCentroid is TRUE." "render.cpp","renderObject","transformAndProject","void","void renderObject::transformAndProject (tMatrix *aMatrix, int outHeight, int outWidth,int externalCentroid,float centroidX, float centroidY, float centroidZ);","Transforms and projects the renderObject's currentShape object coordinates using the indicated perspective matrix and reference point.","Not Applicable","Input",6.00,"float","centroidY","y coordinate of point. Used only if useExternalCentroid is TRUE." "render.cpp","renderObject","transformAndProject","void","void renderObject::transformAndProject (tMatrix *aMatrix, int outHeight, int outWidth,int externalCentroid,float centroidX, float centroidY, float centroidZ);","Transforms and projects the renderObject's currentShape object coordinates using the indicated perspective matrix and reference point.","Not Applicable","Input",7.00,"float","centroidZ","z coordinate of point. Used only if useExternalCentroid is TRUE." "render.cpp","None","transformAndProjectPoint2","void","void transformAndProjectPoint2(tMatrix *aMatrix, float x, float y, float z, int *sx,int *sy, float refX, float refY, float refZ, int outHeight,int outWidth);","Transforms the world point (x, y, z) using aMatrix and projects the transformed point to the viewscreen. The point is translated to the reference point before the graphic transform is applied.","Not Applicable","Input",1.00,"tMatrix *","aMatrix","The transformation matrix" "render.cpp","None","transformAndProjectPoint2","void","void transformAndProjectPoint2(tMatrix *aMatrix, float x, float y, float z, int *sx,int *sy, float refX, float refY, float refZ, int outHeight,int outWidth);","Transforms the world point (x, y, z) using aMatrix and projects the transformed point to the viewscreen. The point is translated to the reference point before the graphic transform is applied.","Not Applicable","Input",2.00,"float","x","x coordinate" "render.cpp","None","transformAndProjectPoint2","void","void transformAndProjectPoint2(tMatrix *aMatrix, float x, float y, float z, int *sx,int *sy, float refX, float refY, float refZ, int outHeight,int outWidth);","Transforms the world point (x, y, z) using aMatrix and projects the transformed point to the viewscreen. The point is translated to the reference point before the graphic transform is applied.","Not Applicable","Input",3.00,"float","y","y coordinate" "render.cpp","None","transformAndProjectPoint2","void","void transformAndProjectPoint2(tMatrix *aMatrix, float x, float y, float z, int *sx,int *sy, float refX, float refY, float refZ, int outHeight,int outWidth);","Transforms the world point (x, y, z) using aMatrix and projects the transformed point to the viewscreen. The point is translated to the reference point before the graphic transform is applied.","Not Applicable","Input",4.00,"float","z","z coordinate" "render.cpp","None","transformAndProjectPoint2","void","void transformAndProjectPoint2(tMatrix *aMatrix, float x, float y, float z, int *sx,int *sy, float refX, float refY, float refZ, int outHeight,int outWidth);","Transforms the world point (x, y, z) using aMatrix and projects the transformed point to the viewscreen. The point is translated to the reference point before the graphic transform is applied.","Not Applicable","Output",5.00,"int *","sx","The screen x coordinate (projected)" "render.cpp","None","transformAndProjectPoint2","void","void transformAndProjectPoint2(tMatrix *aMatrix, float x, float y, float z, int *sx,int *sy, float refX, float refY, float refZ, int outHeight,int outWidth);","Transforms the world point (x, y, z) using aMatrix and projects the transformed point to the viewscreen. The point is translated to the reference point before the graphic transform is applied.","Not Applicable","Output",6.00,"int *","sy","The screen y coordinate (projected)" "render.cpp","None","transformAndProjectPoint2","void","void transformAndProjectPoint2(tMatrix *aMatrix, float x, float y, float z, int *sx,int *sy, float refX, float refY, float refZ, int outHeight,int outWidth);","Transforms the world point (x, y, z) using aMatrix and projects the transformed point to the viewscreen. The point is translated to the reference point before the graphic transform is applied.","Not Applicable","Input",7.00,"float","refX","x axis reference point (world coord. system)" "render.cpp","None","transformAndProjectPoint2","void","void transformAndProjectPoint2(tMatrix *aMatrix, float x, float y, float z, int *sx,int *sy, float refX, float refY, float refZ, int outHeight,int outWidth);","Transforms the world point (x, y, z) using aMatrix and projects the transformed point to the viewscreen. The point is translated to the reference point before the graphic transform is applied.","Not Applicable","Input",8.00,"float","refY","y axis reference point (world coord. system)" "render.cpp","None","transformAndProjectPoint2","void","void transformAndProjectPoint2(tMatrix *aMatrix, float x, float y, float z, int *sx,int *sy, float refX, float refY, float refZ, int outHeight,int outWidth);","Transforms the world point (x, y, z) using aMatrix and projects the transformed point to the viewscreen. The point is translated to the reference point before the graphic transform is applied.","Not Applicable","Input",9.00,"float","refZ","z axis reference point (world coord. system)" "render.cpp","None","transformAndProjectPoint2","void","void transformAndProjectPoint2(tMatrix *aMatrix, float x, float y, float z, int *sx,int *sy, float refX, float refY, float refZ, int outHeight,int outWidth);","Transforms the world point (x, y, z) using aMatrix and projects the transformed point to the viewscreen. The point is translated to the reference point before the graphic transform is applied.","Not Applicable","Input",10.00,"int","outHeight","The height of the output image in pixels" "render.cpp","None","transformAndProjectPoint2","void","void transformAndProjectPoint2(tMatrix *aMatrix, float x, float y, float z, int *sx,int *sy, float refX, float refY, float refZ, int outHeight,int outWidth);","Transforms the world point (x, y, z) using aMatrix and projects the transformed point to the viewscreen. The point is translated to the reference point before the graphic transform is applied.","Not Applicable","Input",11.00,"int","outWidth","The width of the output image in pixels" "render.cpp","None","drawBox","void","void drawBox(HDC theDC, HPEN hPointPen, HPEN hBlackPen, int x, int y);","Draws a small box around the screen coordinate x, y.","Not Applicable","Input",1.00,"HDC","theDC","Handle to the GDI device context to draw to." "render.cpp","None","drawBox","void","void drawBox(HDC theDC, HPEN hPointPen, HPEN hBlackPen, int x, int y);","Draws a small box around the screen coordinate x, y.","Not Applicable","Input",2.00,"HPEN","hPointPen","handle to the point pen." "render.cpp","None","drawBox","void","void drawBox(HDC theDC, HPEN hPointPen, HPEN hBlackPen, int x, int y);","Draws a small box around the screen coordinate x, y.","Not Applicable","Input",3.00,"HPEN","hBlackPen","handle to a black pen." "render.cpp","None","drawBox","void","void drawBox(HDC theDC, HPEN hPointPen, HPEN hBlackPen, int x, int y);","Draws a small box around the screen coordinate x, y.","Not Applicable","Input",4.00,"int","x","x coordinate around which to draw the box." "render.cpp","None","drawBox","void","void drawBox(HDC theDC, HPEN hPointPen, HPEN hBlackPen, int x, int y);","Draws a small box around the screen coordinate x, y.","Not Applicable","Input",5.00,"int","y","y coordinate around which to draw the box." "render.cpp","renderObject","renderShape","int","int renderObject::renderShape(memImage *outputImage, int blendIndicator);","Render a shape object. If the shape object has faces, they are flat shaded and rendered into the output image. The rendered image is then optionally blended into the output image. If the shape object has not defined faces, no rendering occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","In-Out",1.00,"memImage *","outputImage","The output image" "render.cpp","renderObject","renderShape","int","int renderObject::renderShape(memImage *outputImage, int blendIndicator);","Render a shape object. If the shape object has faces, they are flat shaded and rendered into the output image. The rendered image is then optionally blended into the output image. If the shape object has not defined faces, no rendering occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"int","blendIndicator","TRUE if the model image is to be blended into the background plate" "render.cpp","renderObject","renderShapez","int","int renderObject::renderShapez(memImage *outputImage,memImage *alphaImage, memImage *zBuffer,float vx, float vy, float vz);","Render a shape object using a Z Buffer. If the shape object has faces, they are flat shaded and rendered into the output image. The rendered image is then optionally blended into the output image. If the shape object has not defined faces, no rendering occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","In-Out",1.00,"memImage *","outputImage","The output image" "render.cpp","renderObject","renderShapez","int","int renderObject::renderShapez(memImage *outputImage,memImage *alphaImage, memImage *zBuffer,float vx, float vy, float vz);","Render a shape object using a Z Buffer. If the shape object has faces, they are flat shaded and rendered into the output image. The rendered image is then optionally blended into the output image. If the shape object has not defined faces, no rendering occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"memImage *","alphaImage","Pointer to an alpha image" "render.cpp","renderObject","renderShapez","int","int renderObject::renderShapez(memImage *outputImage,memImage *alphaImage, memImage *zBuffer,float vx, float vy, float vz);","Render a shape object using a Z Buffer. If the shape object has faces, they are flat shaded and rendered into the output image. The rendered image is then optionally blended into the output image. If the shape object has not defined faces, no rendering occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","In-Out",3.00,"memImage *","zBuffer","Pointer to Z-buffer image" "render.cpp","renderObject","renderShapez","int","int renderObject::renderShapez(memImage *outputImage,memImage *alphaImage, memImage *zBuffer,float vx, float vy, float vz);","Render a shape object using a Z Buffer. If the shape object has faces, they are flat shaded and rendered into the output image. The rendered image is then optionally blended into the output image. If the shape object has not defined faces, no rendering occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",4.00,"float","vx","The viewpoint x coordinate" "render.cpp","renderObject","renderShapez","int","int renderObject::renderShapez(memImage *outputImage,memImage *alphaImage, memImage *zBuffer,float vx, float vy, float vz);","Render a shape object using a Z Buffer. If the shape object has faces, they are flat shaded and rendered into the output image. The rendered image is then optionally blended into the output image. If the shape object has not defined faces, no rendering occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",5.00,"float","vy","The viewpoint y coordinate" "render.cpp","renderObject","renderShapez","int","int renderObject::renderShapez(memImage *outputImage,memImage *alphaImage, memImage *zBuffer,float vx, float vy, float vz);","Render a shape object using a Z Buffer. If the shape object has faces, they are flat shaded and rendered into the output image. The rendered image is then optionally blended into the output image. If the shape object has not defined faces, no rendering occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",6.00,"float","vz","The viewpoint z coordinate" "iwarp.cpp","None","iwarpz","int","int iwarpz(memImage *inImage, memImage *outImage, memImage *zImage,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Warps an image using the transformation indicated. The warped image is placed in the outImage. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs. This texture mapping method is significantly faster than the forward mapping warp implemented in fwarpz.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"memImage *","inImage","The input image" "iwarp.cpp","None","iwarpz","int","int iwarpz(memImage *inImage, memImage *outImage, memImage *zImage,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Warps an image using the transformation indicated. The warped image is placed in the outImage. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs. This texture mapping method is significantly faster than the forward mapping warp implemented in fwarpz.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",2.00,"memImage *","outImage","The output image" "iwarp.cpp","None","iwarpz","int","int iwarpz(memImage *inImage, memImage *outImage, memImage *zImage,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Warps an image using the transformation indicated. The warped image is placed in the outImage. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs. This texture mapping method is significantly faster than the forward mapping warp implemented in fwarpz.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",3.00,"memImage *","zImage","Pointer to Z-buffer image" "iwarp.cpp","None","iwarpz","int","int iwarpz(memImage *inImage, memImage *outImage, memImage *zImage,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Warps an image using the transformation indicated. The warped image is placed in the outImage. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs. This texture mapping method is significantly faster than the forward mapping warp implemented in fwarpz.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",4.00,"float","rx","An x axis rotation angle (degrees)" "iwarp.cpp","None","iwarpz","int","int iwarpz(memImage *inImage, memImage *outImage, memImage *zImage,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Warps an image using the transformation indicated. The warped image is placed in the outImage. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs. This texture mapping method is significantly faster than the forward mapping warp implemented in fwarpz.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",5.00,"float","ry","A y axis rotation angle (degrees)" "iwarp.cpp","None","iwarpz","int","int iwarpz(memImage *inImage, memImage *outImage, memImage *zImage,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Warps an image using the transformation indicated. The warped image is placed in the outImage. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs. This texture mapping method is significantly faster than the forward mapping warp implemented in fwarpz.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",6.00,"float","rz","A z axis rotation angle (degrees)" "iwarp.cpp","None","iwarpz","int","int iwarpz(memImage *inImage, memImage *outImage, memImage *zImage,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Warps an image using the transformation indicated. The warped image is placed in the outImage. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs. This texture mapping method is significantly faster than the forward mapping warp implemented in fwarpz.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",7.00,"float","sx","The screen x coordinate (projected)" "iwarp.cpp","None","iwarpz","int","int iwarpz(memImage *inImage, memImage *outImage, memImage *zImage,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Warps an image using the transformation indicated. The warped image is placed in the outImage. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs. This texture mapping method is significantly faster than the forward mapping warp implemented in fwarpz.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",8.00,"float","sy","The screen y coordinate (projected)" "iwarp.cpp","None","iwarpz","int","int iwarpz(memImage *inImage, memImage *outImage, memImage *zImage,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Warps an image using the transformation indicated. The warped image is placed in the outImage. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs. This texture mapping method is significantly faster than the forward mapping warp implemented in fwarpz.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",9.00,"float","sz","The screen z coordinate (always zero)" "iwarp.cpp","None","iwarpz","int","int iwarpz(memImage *inImage, memImage *outImage, memImage *zImage,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Warps an image using the transformation indicated. The warped image is placed in the outImage. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs. This texture mapping method is significantly faster than the forward mapping warp implemented in fwarpz.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",10.00,"float","tx","The transformed x coordinate (world coord system)" "iwarp.cpp","None","iwarpz","int","int iwarpz(memImage *inImage, memImage *outImage, memImage *zImage,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Warps an image using the transformation indicated. The warped image is placed in the outImage. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs. This texture mapping method is significantly faster than the forward mapping warp implemented in fwarpz.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",11.00,"float","ty","The transformed y coordinate (world coord system)" "iwarp.cpp","None","iwarpz","int","int iwarpz(memImage *inImage, memImage *outImage, memImage *zImage,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Warps an image using the transformation indicated. The warped image is placed in the outImage. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs. This texture mapping method is significantly faster than the forward mapping warp implemented in fwarpz.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",12.00,"float","tz","The transformed z coordinate (world coord system)" "iwarp.cpp","None","iwarpz","int","int iwarpz(memImage *inImage, memImage *outImage, memImage *zImage,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Warps an image using the transformation indicated. The warped image is placed in the outImage. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs. This texture mapping method is significantly faster than the forward mapping warp implemented in fwarpz.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",13.00,"float","vx","The viewpoint x coordinate" "iwarp.cpp","None","iwarpz","int","int iwarpz(memImage *inImage, memImage *outImage, memImage *zImage,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Warps an image using the transformation indicated. The warped image is placed in the outImage. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs. This texture mapping method is significantly faster than the forward mapping warp implemented in fwarpz.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",14.00,"float","vy","The viewpoint y coordinate" "iwarp.cpp","None","iwarpz","int","int iwarpz(memImage *inImage, memImage *outImage, memImage *zImage,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Warps an image using the transformation indicated. The warped image is placed in the outImage. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs. This texture mapping method is significantly faster than the forward mapping warp implemented in fwarpz.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",15.00,"float","vz","The viewpoint z coordinate" "iwarp.cpp","None","iwarpz","int","int iwarpz(memImage *inImage, memImage *outImage, memImage *zImage,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Warps an image using the transformation indicated. The warped image is placed in the outImage. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs. This texture mapping method is significantly faster than the forward mapping warp implemented in fwarpz.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",16.00,"tMatrix *","viewMatrix","The matrix containing the viewer location and orientation" "iwarp.cpp","None","iwarpz","int","int iwarpz(memImage *inImage, memImage *outImage, memImage *zImage,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Warps an image using the transformation indicated. The warped image is placed in the outImage. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs. This texture mapping method is significantly faster than the forward mapping warp implemented in fwarpz.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",17.00,"float","refPointX","x axis reference point (world coord. system)" "iwarp.cpp","None","iwarpz","int","int iwarpz(memImage *inImage, memImage *outImage, memImage *zImage,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Warps an image using the transformation indicated. The warped image is placed in the outImage. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs. This texture mapping method is significantly faster than the forward mapping warp implemented in fwarpz.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",18.00,"float","refPointY","y axis reference point (world coord. system)" "iwarp.cpp","None","iwarpz","int","int iwarpz(memImage *inImage, memImage *outImage, memImage *zImage,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Warps an image using the transformation indicated. The warped image is placed in the outImage. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs. This texture mapping method is significantly faster than the forward mapping warp implemented in fwarpz.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",19.00,"float","refPointZ","z axis reference point (world coord. system)" "iwarp.cpp","None","getLineEquation","void","void getLineEquation(int x1,int y1, int x2, int y2, float *m,float *b, BOOL *horzFlag, BOOL *vertFlag);","Returns the slope and y intercept of the input line segment.","Not Applicable","Input",1.00,"int","x1","x coordinate of first point" "iwarp.cpp","None","getLineEquation","void","void getLineEquation(int x1,int y1, int x2, int y2, float *m,float *b, BOOL *horzFlag, BOOL *vertFlag);","Returns the slope and y intercept of the input line segment.","Not Applicable","Input",2.00,"int","y1","y coordinate of first point" "iwarp.cpp","None","getLineEquation","void","void getLineEquation(int x1,int y1, int x2, int y2, float *m,float *b, BOOL *horzFlag, BOOL *vertFlag);","Returns the slope and y intercept of the input line segment.","Not Applicable","Input",3.00,"int","x2","x coordinate of second point" "iwarp.cpp","None","getLineEquation","void","void getLineEquation(int x1,int y1, int x2, int y2, float *m,float *b, BOOL *horzFlag, BOOL *vertFlag);","Returns the slope and y intercept of the input line segment.","Not Applicable","Input",4.00,"int","y2","y coordinate of second point" "iwarp.cpp","None","getLineEquation","void","void getLineEquation(int x1,int y1, int x2, int y2, float *m,float *b, BOOL *horzFlag, BOOL *vertFlag);","Returns the slope and y intercept of the input line segment.","Not Applicable","Output",5.00,"float *","m","Line segment slope" "iwarp.cpp","None","getLineEquation","void","void getLineEquation(int x1,int y1, int x2, int y2, float *m,float *b, BOOL *horzFlag, BOOL *vertFlag);","Returns the slope and y intercept of the input line segment.","Not Applicable","Output",6.00,"float *","b","Line segment y axis intercept" "iwarp.cpp","None","getLineEquation","void","void getLineEquation(int x1,int y1, int x2, int y2, float *m,float *b, BOOL *horzFlag, BOOL *vertFlag);","Returns the slope and y intercept of the input line segment.","Not Applicable","Output",7.00,"BOOL *","horzFlag","TRUE if the line segment is horizontal, else FALSE" "iwarp.cpp","None","getLineEquation","void","void getLineEquation(int x1,int y1, int x2, int y2, float *m,float *b, BOOL *horzFlag, BOOL *vertFlag);","Returns the slope and y intercept of the input line segment.","Not Applicable","Output",8.00,"BOOL *","vertFlag","TRUE if the line segment is vertical, else FALSE" "iwarp.cpp","None","getFLineEquation","void","void getFLineEquation(float x1,float y1, float x2, float y2, float *m,float *b, BOOL *horzFlag, BOOL *vertFlag);","Returns the slope and y intercept of the input line segment.","Not Applicable","Input",1.00,"float","x1","x coordinate of first point" "iwarp.cpp","None","getFLineEquation","void","void getFLineEquation(float x1,float y1, float x2, float y2, float *m,float *b, BOOL *horzFlag, BOOL *vertFlag);","Returns the slope and y intercept of the input line segment.","Not Applicable","Input",2.00,"float","y1","y coordinate of first point" "iwarp.cpp","None","getFLineEquation","void","void getFLineEquation(float x1,float y1, float x2, float y2, float *m,float *b, BOOL *horzFlag, BOOL *vertFlag);","Returns the slope and y intercept of the input line segment.","Not Applicable","Input",3.00,"float","x2","x coordinate of second point" "iwarp.cpp","None","getFLineEquation","void","void getFLineEquation(float x1,float y1, float x2, float y2, float *m,float *b, BOOL *horzFlag, BOOL *vertFlag);","Returns the slope and y intercept of the input line segment.","Not Applicable","Input",4.00,"float","y2","y coordinate of second point" "iwarp.cpp","None","getFLineEquation","void","void getFLineEquation(float x1,float y1, float x2, float y2, float *m,float *b, BOOL *horzFlag, BOOL *vertFlag);","Returns the slope and y intercept of the input line segment.","Not Applicable","Output",5.00,"float *","m","Line segment slope" "iwarp.cpp","None","getFLineEquation","void","void getFLineEquation(float x1,float y1, float x2, float y2, float *m,float *b, BOOL *horzFlag, BOOL *vertFlag);","Returns the slope and y intercept of the input line segment.","Not Applicable","Output",6.00,"float *","b","Line segment y axis intercept" "iwarp.cpp","None","getFLineEquation","void","void getFLineEquation(float x1,float y1, float x2, float y2, float *m,float *b, BOOL *horzFlag, BOOL *vertFlag);","Returns the slope and y intercept of the input line segment.","Not Applicable","Output",7.00,"BOOL *","horzFlag","TRUE if the line segment is horizontal, else FALSE" "iwarp.cpp","None","getFLineEquation","void","void getFLineEquation(float x1,float y1, float x2, float y2, float *m,float *b, BOOL *horzFlag, BOOL *vertFlag);","Returns the slope and y intercept of the input line segment.","Not Applicable","Output",8.00,"BOOL *","vertFlag","TRUE if the line segment is vertical, else FALSE" "iwarp.cpp","None","getIntervals","int","int getIntervals (shape3d *theShape, int y, int *numCoords,int numAllocatedXCoords, int *screenXCoords,float *tXCoords, float *tYCoords, float *tZCoords);","Perform a scan conversion operation on the boundary supplied in the shape3d object. Return all intervals on the horizontal scan line y that cross the indicated boundary. Lists of screen coordinates and corresponding world coordinates are returned. This is not a general purpose scan conversion procedure. It was designed to support convex 4 sided polygons resulting from projecting rectangles onto a viewscreen.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"shape3d *","theShape","The 3D object boundary upon which scan conversion will occur." "iwarp.cpp","None","getIntervals","int","int getIntervals (shape3d *theShape, int y, int *numCoords,int numAllocatedXCoords, int *screenXCoords,float *tXCoords, float *tYCoords, float *tZCoords);","Perform a scan conversion operation on the boundary supplied in the shape3d object. Return all intervals on the horizontal scan line y that cross the indicated boundary. Lists of screen coordinates and corresponding world coordinates are returned. This is not a general purpose scan conversion procedure. It was designed to support convex 4 sided polygons resulting from projecting rectangles onto a viewscreen.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"int","y","y coordinate of the horizontal scan line that crosses the boundary." "iwarp.cpp","None","getIntervals","int","int getIntervals (shape3d *theShape, int y, int *numCoords,int numAllocatedXCoords, int *screenXCoords,float *tXCoords, float *tYCoords, float *tZCoords);","Perform a scan conversion operation on the boundary supplied in the shape3d object. Return all intervals on the horizontal scan line y that cross the indicated boundary. Lists of screen coordinates and corresponding world coordinates are returned. This is not a general purpose scan conversion procedure. It was designed to support convex 4 sided polygons resulting from projecting rectangles onto a viewscreen.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",3.00,"int *","numCoords","The number of screen coordinates found during scan conversion." "iwarp.cpp","None","getIntervals","int","int getIntervals (shape3d *theShape, int y, int *numCoords,int numAllocatedXCoords, int *screenXCoords,float *tXCoords, float *tYCoords, float *tZCoords);","Perform a scan conversion operation on the boundary supplied in the shape3d object. Return all intervals on the horizontal scan line y that cross the indicated boundary. Lists of screen coordinates and corresponding world coordinates are returned. This is not a general purpose scan conversion procedure. It was designed to support convex 4 sided polygons resulting from projecting rectangles onto a viewscreen.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",4.00,"int","numAllocatedXCoords","The maximum lenth of the screenXCoords array. No more than numAllocatedX Coordinates can be generated during scan conversion without enlarging the array." "iwarp.cpp","None","getIntervals","int","int getIntervals (shape3d *theShape, int y, int *numCoords,int numAllocatedXCoords, int *screenXCoords,float *tXCoords, float *tYCoords, float *tZCoords);","Perform a scan conversion operation on the boundary supplied in the shape3d object. Return all intervals on the horizontal scan line y that cross the indicated boundary. Lists of screen coordinates and corresponding world coordinates are returned. This is not a general purpose scan conversion procedure. It was designed to support convex 4 sided polygons resulting from projecting rectangles onto a viewscreen.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",5.00,"int *","screenXCoords","The array containing the x coordinates that cross the scan line y. These are sorted in ascending order and duplicates are removed." "iwarp.cpp","None","getIntervals","int","int getIntervals (shape3d *theShape, int y, int *numCoords,int numAllocatedXCoords, int *screenXCoords,float *tXCoords, float *tYCoords, float *tZCoords);","Perform a scan conversion operation on the boundary supplied in the shape3d object. Return all intervals on the horizontal scan line y that cross the indicated boundary. Lists of screen coordinates and corresponding world coordinates are returned. This is not a general purpose scan conversion procedure. It was designed to support convex 4 sided polygons resulting from projecting rectangles onto a viewscreen.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",6.00,"float *","tXCoords","A list of world x coordinates corresponding to the array of screen X coordinates" "iwarp.cpp","None","getIntervals","int","int getIntervals (shape3d *theShape, int y, int *numCoords,int numAllocatedXCoords, int *screenXCoords,float *tXCoords, float *tYCoords, float *tZCoords);","Perform a scan conversion operation on the boundary supplied in the shape3d object. Return all intervals on the horizontal scan line y that cross the indicated boundary. Lists of screen coordinates and corresponding world coordinates are returned. This is not a general purpose scan conversion procedure. It was designed to support convex 4 sided polygons resulting from projecting rectangles onto a viewscreen.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",7.00,"float *","tYCoords","A list of world y coordinates corresponding to the array of screen X coordinates" "iwarp.cpp","None","getIntervals","int","int getIntervals (shape3d *theShape, int y, int *numCoords,int numAllocatedXCoords, int *screenXCoords,float *tXCoords, float *tYCoords, float *tZCoords);","Perform a scan conversion operation on the boundary supplied in the shape3d object. Return all intervals on the horizontal scan line y that cross the indicated boundary. Lists of screen coordinates and corresponding world coordinates are returned. This is not a general purpose scan conversion procedure. It was designed to support convex 4 sided polygons resulting from projecting rectangles onto a viewscreen.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",8.00,"float *","tZCoords","A list of world z coordinates corresponding to the array of screen X coordinates" "iwarp.cpp","None","insertionSort","void","void insertionSort(int theItems[], float itemData1[], float itemData2[],float itemData3[], int numItems);","Sorts the array theItems into ascending order and carrys along three arrays of floating oint data.","Not Applicable","Input",1.00,"int","theItems[]","The array of model distances to be sorted. This array contains the key." "iwarp.cpp","None","insertionSort","void","void insertionSort(int theItems[], float itemData1[], float itemData2[],float itemData3[], int numItems);","Sorts the array theItems into ascending order and carrys along three arrays of floating oint data.","Not Applicable","Input",2.00,"float","itemData1[]","A model attribute to be moved along with the sorted key values." "iwarp.cpp","None","insertionSort","void","void insertionSort(int theItems[], float itemData1[], float itemData2[],float itemData3[], int numItems);","Sorts the array theItems into ascending order and carrys along three arrays of floating oint data.","Not Applicable","Input",3.00,"float","itemData2[]","A model attribute to be moved along with the sorted key values." "iwarp.cpp","None","insertionSort","void","void insertionSort(int theItems[], float itemData1[], float itemData2[],float itemData3[], int numItems);","Sorts the array theItems into ascending order and carrys along three arrays of floating oint data.","Not Applicable","Input",4.00,"float","itemData3[]","A model attribute to be moved along with the sorted key values." "iwarp.cpp","None","insertionSort","void","void insertionSort(int theItems[], float itemData1[], float itemData2[],float itemData3[], int numItems);","Sorts the array theItems into ascending order and carrys along three arrays of floating oint data.","Not Applicable","Input",5.00,"int","numItems","The number of items in the list." "iwarp.cpp","None","removeDuplicates","int","int removeDuplicates(int theList[], float theItemData1[],float theItemData2[], float theItemData3[], int *listLength);","Removes duplicates in theList. Assumes theList has already been sorted.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","In-Out",1.00,"int","theList[]","An array of keys to be sorted." "iwarp.cpp","None","removeDuplicates","int","int removeDuplicates(int theList[], float theItemData1[],float theItemData2[], float theItemData3[], int *listLength);","Removes duplicates in theList. Assumes theList has already been sorted.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","In-Out",2.00,"float","theItemData1[]","An array of data to carry along with the sorted keys." "iwarp.cpp","None","removeDuplicates","int","int removeDuplicates(int theList[], float theItemData1[],float theItemData2[], float theItemData3[], int *listLength);","Removes duplicates in theList. Assumes theList has already been sorted.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","In-Out",3.00,"float","theItemData2[]","An array of data to carry along with the sorted keys." "iwarp.cpp","None","removeDuplicates","int","int removeDuplicates(int theList[], float theItemData1[],float theItemData2[], float theItemData3[], int *listLength);","Removes duplicates in theList. Assumes theList has already been sorted.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","In-Out",4.00,"float","theItemData3[]","An array of data to carry along with the sorted keys." "iwarp.cpp","None","removeDuplicates","int","int removeDuplicates(int theList[], float theItemData1[],float theItemData2[], float theItemData3[], int *listLength);","Removes duplicates in theList. Assumes theList has already been sorted.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","In-Out",5.00,"int *","listLength","The number of items in the list after duplicates were removed." "iwarp.cpp","None","iRender","int","int iRender(memImage *outImage, memImage *maskImage, memImage *inImage,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","In-Out",1.00,"memImage *","outImage","The output image" "iwarp.cpp","None","iRender","int","int iRender(memImage *outImage, memImage *maskImage, memImage *inImage,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"memImage *","maskImage","An 8 bit alpha image corresponding to the input image." "iwarp.cpp","None","iRender","int","int iRender(memImage *outImage, memImage *maskImage, memImage *inImage,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",3.00,"memImage *","inImage","The texture image to be used if the model is to be texture mapped." "iwarp.cpp","None","iRender","int","int iRender(memImage *outImage, memImage *maskImage, memImage *inImage,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",4.00,"float","rx","An x axis rotation angle (radians)" "iwarp.cpp","None","iRender","int","int iRender(memImage *outImage, memImage *maskImage, memImage *inImage,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",5.00,"float","ry","A y axis rotation angle (radians)" "iwarp.cpp","None","iRender","int","int iRender(memImage *outImage, memImage *maskImage, memImage *inImage,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",6.00,"float","rz","A z axis rotation angle (radians)" "iwarp.cpp","None","iRender","int","int iRender(memImage *outImage, memImage *maskImage, memImage *inImage,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",7.00,"float","sx","The x axis scale factor" "iwarp.cpp","None","iRender","int","int iRender(memImage *outImage, memImage *maskImage, memImage *inImage,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",8.00,"float","sy","The y axis scale factor" "iwarp.cpp","None","iRender","int","int iRender(memImage *outImage, memImage *maskImage, memImage *inImage,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",9.00,"float","sz","The z axis scale factor" "iwarp.cpp","None","iRender","int","int iRender(memImage *outImage, memImage *maskImage, memImage *inImage,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",10.00,"float","tx","The x axis translation." "iwarp.cpp","None","iRender","int","int iRender(memImage *outImage, memImage *maskImage, memImage *inImage,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",11.00,"float","ty","The y axis translation." "iwarp.cpp","None","iRender","int","int iRender(memImage *outImage, memImage *maskImage, memImage *inImage,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",12.00,"float","tz","The z axis translation." "iwarp.cpp","None","iRender","int","int iRender(memImage *outImage, memImage *maskImage, memImage *inImage,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",13.00,"tMatrix *","viewMatrix","The matrix containing the viewer location and orientation" "iwarp.cpp","None","iRender","int","int iRender(memImage *outImage, memImage *maskImage, memImage *inImage,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",14.00,"int","warpIndicator","TRUE if the model image is to be warped into the background plate" "iwarp.cpp","None","iRender","int","int iRender(memImage *outImage, memImage *maskImage, memImage *inImage,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",15.00,"int","blendIndicator","TRUE if the model image is to be blended into the background plate" "iwarp.cpp","None","iRender","int","int iRender(memImage *outImage, memImage *maskImage, memImage *inImage,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",16.00,"float","alphaScale","The alpha scale factor." "iwarp.cpp","None","iRender","int","int iRender(memImage *outImage, memImage *maskImage, memImage *inImage,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",17.00,"float","refPointX","x axis reference point (world coord. system)" "iwarp.cpp","None","iRender","int","int iRender(memImage *outImage, memImage *maskImage, memImage *inImage,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",18.00,"float","refPointY","y axis reference point (world coord. system)" "iwarp.cpp","None","iRender","int","int iRender(memImage *outImage, memImage *maskImage, memImage *inImage,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",19.00,"float","refPointZ","z axis reference point (world coord. system)" "iwarp.cpp","None","iRenderz","int","int iRenderz(memImage *outImage, memImage *matteImage, memImage *inImage,memImage *zImage, memImage *zBuffer,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, float vx, float vy, float vz,tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired. The Z Buffer is used if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","In-Out",1.00,"memImage *","outImage","The output image. Contains the background plate if one is being used." "iwarp.cpp","None","iRenderz","int","int iRenderz(memImage *outImage, memImage *matteImage, memImage *inImage,memImage *zImage, memImage *zBuffer,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, float vx, float vy, float vz,tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired. The Z Buffer is used if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"memImage *","matteImage","An alpha image" "iwarp.cpp","None","iRenderz","int","int iRenderz(memImage *outImage, memImage *matteImage, memImage *inImage,memImage *zImage, memImage *zBuffer,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, float vx, float vy, float vz,tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired. The Z Buffer is used if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",3.00,"memImage *","inImage","The texture image to be used if the model is to be texture mapped." "iwarp.cpp","None","iRenderz","int","int iRenderz(memImage *outImage, memImage *matteImage, memImage *inImage,memImage *zImage, memImage *zBuffer,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, float vx, float vy, float vz,tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired. The Z Buffer is used if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","In-Out",4.00,"memImage *","zImage","Pointer to Z-buffer image" "iwarp.cpp","None","iRenderz","int","int iRenderz(memImage *outImage, memImage *matteImage, memImage *inImage,memImage *zImage, memImage *zBuffer,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, float vx, float vy, float vz,tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired. The Z Buffer is used if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","In-Out",5.00,"memImage *","zBuffer","Pointer to Z-buffer image. If NULL, rendering occurs without a Z Buffer." "iwarp.cpp","None","iRenderz","int","int iRenderz(memImage *outImage, memImage *matteImage, memImage *inImage,memImage *zImage, memImage *zBuffer,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, float vx, float vy, float vz,tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired. The Z Buffer is used if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",6.00,"float","rx","An x axis rotation angle (radians)" "iwarp.cpp","None","iRenderz","int","int iRenderz(memImage *outImage, memImage *matteImage, memImage *inImage,memImage *zImage, memImage *zBuffer,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, float vx, float vy, float vz,tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired. The Z Buffer is used if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",7.00,"float","ry","A y axis rotation angle (radians)" "iwarp.cpp","None","iRenderz","int","int iRenderz(memImage *outImage, memImage *matteImage, memImage *inImage,memImage *zImage, memImage *zBuffer,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, float vx, float vy, float vz,tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired. The Z Buffer is used if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",8.00,"float","rz","A z axis rotation angle (radians)" "iwarp.cpp","None","iRenderz","int","int iRenderz(memImage *outImage, memImage *matteImage, memImage *inImage,memImage *zImage, memImage *zBuffer,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, float vx, float vy, float vz,tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired. The Z Buffer is used if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",9.00,"float","sx","The x axis scale factor" "iwarp.cpp","None","iRenderz","int","int iRenderz(memImage *outImage, memImage *matteImage, memImage *inImage,memImage *zImage, memImage *zBuffer,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, float vx, float vy, float vz,tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired. The Z Buffer is used if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",10.00,"float","sy","The y axis scale factor" "iwarp.cpp","None","iRenderz","int","int iRenderz(memImage *outImage, memImage *matteImage, memImage *inImage,memImage *zImage, memImage *zBuffer,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, float vx, float vy, float vz,tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired. The Z Buffer is used if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",11.00,"float","sz","The z axis scale factor" "iwarp.cpp","None","iRenderz","int","int iRenderz(memImage *outImage, memImage *matteImage, memImage *inImage,memImage *zImage, memImage *zBuffer,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, float vx, float vy, float vz,tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired. The Z Buffer is used if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",12.00,"float","tx","The x axis translation" "iwarp.cpp","None","iRenderz","int","int iRenderz(memImage *outImage, memImage *matteImage, memImage *inImage,memImage *zImage, memImage *zBuffer,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, float vx, float vy, float vz,tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired. The Z Buffer is used if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",13.00,"float","ty","The y axis translation" "iwarp.cpp","None","iRenderz","int","int iRenderz(memImage *outImage, memImage *matteImage, memImage *inImage,memImage *zImage, memImage *zBuffer,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, float vx, float vy, float vz,tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired. The Z Buffer is used if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",14.00,"float","tz","The z axis translation" "iwarp.cpp","None","iRenderz","int","int iRenderz(memImage *outImage, memImage *matteImage, memImage *inImage,memImage *zImage, memImage *zBuffer,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, float vx, float vy, float vz,tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired. The Z Buffer is used if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",15.00,"float","vx","The viewpoint x coordinate" "iwarp.cpp","None","iRenderz","int","int iRenderz(memImage *outImage, memImage *matteImage, memImage *inImage,memImage *zImage, memImage *zBuffer,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, float vx, float vy, float vz,tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired. The Z Buffer is used if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",16.00,"float","vy","The viewpoint y coordinate" "iwarp.cpp","None","iRenderz","int","int iRenderz(memImage *outImage, memImage *matteImage, memImage *inImage,memImage *zImage, memImage *zBuffer,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, float vx, float vy, float vz,tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired. The Z Buffer is used if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",17.00,"float","vz","The viewpoint z coordinate" "iwarp.cpp","None","iRenderz","int","int iRenderz(memImage *outImage, memImage *matteImage, memImage *inImage,memImage *zImage, memImage *zBuffer,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, float vx, float vy, float vz,tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired. The Z Buffer is used if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",18.00,"tMatrix *","viewMatrix","The matrix containing the viewer location and orientation" "iwarp.cpp","None","iRenderz","int","int iRenderz(memImage *outImage, memImage *matteImage, memImage *inImage,memImage *zImage, memImage *zBuffer,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, float vx, float vy, float vz,tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired. The Z Buffer is used if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",19.00,"int","warpIndicator","TRUE if the model image is to be warped into the background plate" "iwarp.cpp","None","iRenderz","int","int iRenderz(memImage *outImage, memImage *matteImage, memImage *inImage,memImage *zImage, memImage *zBuffer,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, float vx, float vy, float vz,tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired. The Z Buffer is used if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",20.00,"int","blendIndicator","TRUE if the model image is to be blended into the background plate" "iwarp.cpp","None","iRenderz","int","int iRenderz(memImage *outImage, memImage *matteImage, memImage *inImage,memImage *zImage, memImage *zBuffer,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, float vx, float vy, float vz,tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired. The Z Buffer is used if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",21.00,"float","alphaScale","The alpha scale factor." "iwarp.cpp","None","iRenderz","int","int iRenderz(memImage *outImage, memImage *matteImage, memImage *inImage,memImage *zImage, memImage *zBuffer,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, float vx, float vy, float vz,tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired. The Z Buffer is used if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",22.00,"float","refPointX","x axis reference point (world coord. system)" "iwarp.cpp","None","iRenderz","int","int iRenderz(memImage *outImage, memImage *matteImage, memImage *inImage,memImage *zImage, memImage *zBuffer,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, float vx, float vy, float vz,tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired. The Z Buffer is used if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",23.00,"float","refPointY","y axis reference point (world coord. system)" "iwarp.cpp","None","iRenderz","int","int iRenderz(memImage *outImage, memImage *matteImage, memImage *inImage,memImage *zImage, memImage *zBuffer,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, float vx, float vy, float vz,tMatrix *viewMatrix,int warpIndicator, int blendIndicator, float alphaScale,float refPointX, float refPointY, float refPointZ);","Renders a texture corresponding to a model. The result is placed in an output image. Blending occurs if desired. The Z Buffer is used if desired.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",24.00,"float","refPointZ","z axis reference point (world coord. system)" "iwarp.cpp","None","antiAlias","int","int antiAlias(memImage *inImage, memImage *outImage);","Applies an anti-alias convolution filter to the input image. The result is placed in the outImage.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"memImage *","inImage","The input image" "iwarp.cpp","None","antiAlias","int","int antiAlias(memImage *inImage, memImage *outImage);","Applies an anti-alias convolution filter to the input image. The result is placed in the outImage.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","In-Out",2.00,"memImage *","outImage","The output image" "iwarp.cpp","None","fWarp1","int","int fWarp1(memImage *inImage, memImage *outImage,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. No polygon shading is performed using this method. This function was used to produce a figure in the book and is not recommended for general use.This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"memImage *","inImage","The input image" "iwarp.cpp","None","fWarp1","int","int fWarp1(memImage *inImage, memImage *outImage,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. No polygon shading is performed using this method. This function was used to produce a figure in the book and is not recommended for general use.This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","In-Out",2.00,"memImage *","outImage","The output image" "iwarp.cpp","None","fWarp1","int","int fWarp1(memImage *inImage, memImage *outImage,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. No polygon shading is performed using this method. This function was used to produce a figure in the book and is not recommended for general use.This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",3.00,"float","rx","An x axis rotation angle (radians)" "iwarp.cpp","None","fWarp1","int","int fWarp1(memImage *inImage, memImage *outImage,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. No polygon shading is performed using this method. This function was used to produce a figure in the book and is not recommended for general use.This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",4.00,"float","ry","A y axis rotation angle (radians)" "iwarp.cpp","None","fWarp1","int","int fWarp1(memImage *inImage, memImage *outImage,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. No polygon shading is performed using this method. This function was used to produce a figure in the book and is not recommended for general use.This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",5.00,"float","rz","A z axis rotation angle (radians)" "iwarp.cpp","None","fWarp1","int","int fWarp1(memImage *inImage, memImage *outImage,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. No polygon shading is performed using this method. This function was used to produce a figure in the book and is not recommended for general use.This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",6.00,"float","sx","The x axis scale factor" "iwarp.cpp","None","fWarp1","int","int fWarp1(memImage *inImage, memImage *outImage,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. No polygon shading is performed using this method. This function was used to produce a figure in the book and is not recommended for general use.This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",7.00,"float","sy","The y axis scale factor" "iwarp.cpp","None","fWarp1","int","int fWarp1(memImage *inImage, memImage *outImage,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. No polygon shading is performed using this method. This function was used to produce a figure in the book and is not recommended for general use.This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",8.00,"float","sz","The z axis scale factor" "iwarp.cpp","None","fWarp1","int","int fWarp1(memImage *inImage, memImage *outImage,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. No polygon shading is performed using this method. This function was used to produce a figure in the book and is not recommended for general use.This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",9.00,"float","tx","The x axis translation" "iwarp.cpp","None","fWarp1","int","int fWarp1(memImage *inImage, memImage *outImage,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. No polygon shading is performed using this method. This function was used to produce a figure in the book and is not recommended for general use.This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",10.00,"float","ty","The y axis translation" "iwarp.cpp","None","fWarp1","int","int fWarp1(memImage *inImage, memImage *outImage,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. No polygon shading is performed using this method. This function was used to produce a figure in the book and is not recommended for general use.This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",11.00,"float","tz","The z axis translation" "iwarp.cpp","None","fWarp1","int","int fWarp1(memImage *inImage, memImage *outImage,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. No polygon shading is performed using this method. This function was used to produce a figure in the book and is not recommended for general use.This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",12.00,"tMatrix *","viewMatrix","The matrix containing the viewer location and orientation" "iwarp.cpp","None","fWarp1","int","int fWarp1(memImage *inImage, memImage *outImage,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. No polygon shading is performed using this method. This function was used to produce a figure in the book and is not recommended for general use.This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",13.00,"float","refPointX","x axis reference point (world coord. system)" "iwarp.cpp","None","fWarp1","int","int fWarp1(memImage *inImage, memImage *outImage,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. No polygon shading is performed using this method. This function was used to produce a figure in the book and is not recommended for general use.This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",14.00,"float","refPointY","y axis reference point (world coord. system)" "iwarp.cpp","None","fWarp1","int","int fWarp1(memImage *inImage, memImage *outImage,float rx, float ry, float rz, float sx, float sy, float sz,float tx, float ty, float tz, tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. No polygon shading is performed using this method. This function was used to produce a figure in the book and is not recommended for general use.This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",15.00,"float","refPointZ","z axis reference point (world coord. system)" "iwarp.cpp","None","fwarpz","int","int fwarpz(memImage *inImage, memImage *outImage, memImage *zImage,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. A Z Buffer can be used optionally. If the Zbuffer image pointer is set to NULL, the Zbuffer is not used. This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"memImage *","inImage","The input image" "iwarp.cpp","None","fwarpz","int","int fwarpz(memImage *inImage, memImage *outImage, memImage *zImage,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. A Z Buffer can be used optionally. If the Zbuffer image pointer is set to NULL, the Zbuffer is not used. This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"memImage *","outImage","The output image" "iwarp.cpp","None","fwarpz","int","int fwarpz(memImage *inImage, memImage *outImage, memImage *zImage,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. A Z Buffer can be used optionally. If the Zbuffer image pointer is set to NULL, the Zbuffer is not used. This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",3.00,"memImage *","zImage","Pointer to Z-buffer image. The Z Buffer is ignored as are the transformed coordinates if zImage is set to NULL." "iwarp.cpp","None","fwarpz","int","int fwarpz(memImage *inImage, memImage *outImage, memImage *zImage,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. A Z Buffer can be used optionally. If the Zbuffer image pointer is set to NULL, the Zbuffer is not used. This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",4.00,"float","rx","An x axis rotation angle (radians)" "iwarp.cpp","None","fwarpz","int","int fwarpz(memImage *inImage, memImage *outImage, memImage *zImage,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. A Z Buffer can be used optionally. If the Zbuffer image pointer is set to NULL, the Zbuffer is not used. This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",5.00,"float","ry","A y axis rotation angle (radians)" "iwarp.cpp","None","fwarpz","int","int fwarpz(memImage *inImage, memImage *outImage, memImage *zImage,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. A Z Buffer can be used optionally. If the Zbuffer image pointer is set to NULL, the Zbuffer is not used. This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",6.00,"float","rz","A z axis rotation angle (radians)" "iwarp.cpp","None","fwarpz","int","int fwarpz(memImage *inImage, memImage *outImage, memImage *zImage,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. A Z Buffer can be used optionally. If the Zbuffer image pointer is set to NULL, the Zbuffer is not used. This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",7.00,"float","sx","The x axis scale factor" "iwarp.cpp","None","fwarpz","int","int fwarpz(memImage *inImage, memImage *outImage, memImage *zImage,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. A Z Buffer can be used optionally. If the Zbuffer image pointer is set to NULL, the Zbuffer is not used. This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",8.00,"float","sy","The y axis scale factor" "iwarp.cpp","None","fwarpz","int","int fwarpz(memImage *inImage, memImage *outImage, memImage *zImage,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. A Z Buffer can be used optionally. If the Zbuffer image pointer is set to NULL, the Zbuffer is not used. This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",9.00,"float","sz","The z axis scale factor" "iwarp.cpp","None","fwarpz","int","int fwarpz(memImage *inImage, memImage *outImage, memImage *zImage,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. A Z Buffer can be used optionally. If the Zbuffer image pointer is set to NULL, the Zbuffer is not used. This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",10.00,"float","tx","The x axis translation" "iwarp.cpp","None","fwarpz","int","int fwarpz(memImage *inImage, memImage *outImage, memImage *zImage,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. A Z Buffer can be used optionally. If the Zbuffer image pointer is set to NULL, the Zbuffer is not used. This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",11.00,"float","ty","The y axis translation" "iwarp.cpp","None","fwarpz","int","int fwarpz(memImage *inImage, memImage *outImage, memImage *zImage,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. A Z Buffer can be used optionally. If the Zbuffer image pointer is set to NULL, the Zbuffer is not used. This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",12.00,"float","tz","The z axis translation" "iwarp.cpp","None","fwarpz","int","int fwarpz(memImage *inImage, memImage *outImage, memImage *zImage,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. A Z Buffer can be used optionally. If the Zbuffer image pointer is set to NULL, the Zbuffer is not used. This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",13.00,"float","vx","The viewpoint x coordinate" "iwarp.cpp","None","fwarpz","int","int fwarpz(memImage *inImage, memImage *outImage, memImage *zImage,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. A Z Buffer can be used optionally. If the Zbuffer image pointer is set to NULL, the Zbuffer is not used. This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",14.00,"float","vy","The viewpoint y coordinate" "iwarp.cpp","None","fwarpz","int","int fwarpz(memImage *inImage, memImage *outImage, memImage *zImage,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. A Z Buffer can be used optionally. If the Zbuffer image pointer is set to NULL, the Zbuffer is not used. This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",15.00,"float","vz","The viewpoint z coordinate" "iwarp.cpp","None","fwarpz","int","int fwarpz(memImage *inImage, memImage *outImage, memImage *zImage,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. A Z Buffer can be used optionally. If the Zbuffer image pointer is set to NULL, the Zbuffer is not used. This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",16.00,"tMatrix *","viewMatrix","The matrix containing the viewer location and orientation" "iwarp.cpp","None","fwarpz","int","int fwarpz(memImage *inImage, memImage *outImage, memImage *zImage,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. A Z Buffer can be used optionally. If the Zbuffer image pointer is set to NULL, the Zbuffer is not used. This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",17.00,"float","refPointX","x axis reference point (world coord. system)" "iwarp.cpp","None","fwarpz","int","int fwarpz(memImage *inImage, memImage *outImage, memImage *zImage,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. A Z Buffer can be used optionally. If the Zbuffer image pointer is set to NULL, the Zbuffer is not used. This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",18.00,"float","refPointY","y axis reference point (world coord. system)" "iwarp.cpp","None","fwarpz","int","int fwarpz(memImage *inImage, memImage *outImage, memImage *zImage,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refPointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. A Z Buffer can be used optionally. If the Zbuffer image pointer is set to NULL, the Zbuffer is not used. This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",19.00,"float","refPointZ","z axis reference point (world coord. system)" "iwarp.cpp","None","fwarpz2","int","int fwarpz2(memImage *inputImage, memImage *outputImage, memImage *zBuffer,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refpointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs. This version is different from fwarpz in that it contains optimizations that reduce the number of matrix multiplications by a factor of 4.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"memImage *","inputImage","The input image" "iwarp.cpp","None","fwarpz2","int","int fwarpz2(memImage *inputImage, memImage *outputImage, memImage *zBuffer,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refpointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs. This version is different from fwarpz in that it contains optimizations that reduce the number of matrix multiplications by a factor of 4.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"memImage *","outputImage","The output image" "iwarp.cpp","None","fwarpz2","int","int fwarpz2(memImage *inputImage, memImage *outputImage, memImage *zBuffer,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refpointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs. This version is different from fwarpz in that it contains optimizations that reduce the number of matrix multiplications by a factor of 4.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",3.00,"memImage *","zBuffer","Pointer to Z-buffer image. The Z Buffer is ignored as are the transformed coordinates if zImage is set to NULL." "iwarp.cpp","None","fwarpz2","int","int fwarpz2(memImage *inputImage, memImage *outputImage, memImage *zBuffer,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refpointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs. This version is different from fwarpz in that it contains optimizations that reduce the number of matrix multiplications by a factor of 4.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",4.00,"float","rx","An x axis rotation angle (radians)" "iwarp.cpp","None","fwarpz2","int","int fwarpz2(memImage *inputImage, memImage *outputImage, memImage *zBuffer,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refpointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs. This version is different from fwarpz in that it contains optimizations that reduce the number of matrix multiplications by a factor of 4.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",5.00,"float","ry","A y axis rotation angle (radians)" "iwarp.cpp","None","fwarpz2","int","int fwarpz2(memImage *inputImage, memImage *outputImage, memImage *zBuffer,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refpointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs. This version is different from fwarpz in that it contains optimizations that reduce the number of matrix multiplications by a factor of 4.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",6.00,"float","rz","A z axis rotation angle (radians)" "iwarp.cpp","None","fwarpz2","int","int fwarpz2(memImage *inputImage, memImage *outputImage, memImage *zBuffer,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refpointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs. This version is different from fwarpz in that it contains optimizations that reduce the number of matrix multiplications by a factor of 4.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",7.00,"float","sx","The x axis scale factor" "iwarp.cpp","None","fwarpz2","int","int fwarpz2(memImage *inputImage, memImage *outputImage, memImage *zBuffer,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refpointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs. This version is different from fwarpz in that it contains optimizations that reduce the number of matrix multiplications by a factor of 4.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",8.00,"float","sy","The y axis scale factor" "iwarp.cpp","None","fwarpz2","int","int fwarpz2(memImage *inputImage, memImage *outputImage, memImage *zBuffer,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refpointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs. This version is different from fwarpz in that it contains optimizations that reduce the number of matrix multiplications by a factor of 4.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",9.00,"float","sz","The z axis scale factor" "iwarp.cpp","None","fwarpz2","int","int fwarpz2(memImage *inputImage, memImage *outputImage, memImage *zBuffer,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refpointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs. This version is different from fwarpz in that it contains optimizations that reduce the number of matrix multiplications by a factor of 4.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",10.00,"float","tx","The x axis translation" "iwarp.cpp","None","fwarpz2","int","int fwarpz2(memImage *inputImage, memImage *outputImage, memImage *zBuffer,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refpointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs. This version is different from fwarpz in that it contains optimizations that reduce the number of matrix multiplications by a factor of 4.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",11.00,"float","ty","The y axis translation" "iwarp.cpp","None","fwarpz2","int","int fwarpz2(memImage *inputImage, memImage *outputImage, memImage *zBuffer,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refpointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs. This version is different from fwarpz in that it contains optimizations that reduce the number of matrix multiplications by a factor of 4.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",12.00,"float","tz","The z axis translation" "iwarp.cpp","None","fwarpz2","int","int fwarpz2(memImage *inputImage, memImage *outputImage, memImage *zBuffer,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refpointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs. This version is different from fwarpz in that it contains optimizations that reduce the number of matrix multiplications by a factor of 4.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",13.00,"float","vx","The viewpoint x coordinate" "iwarp.cpp","None","fwarpz2","int","int fwarpz2(memImage *inputImage, memImage *outputImage, memImage *zBuffer,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refpointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs. This version is different from fwarpz in that it contains optimizations that reduce the number of matrix multiplications by a factor of 4.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",14.00,"float","vy","The viewpoint y coordinate" "iwarp.cpp","None","fwarpz2","int","int fwarpz2(memImage *inputImage, memImage *outputImage, memImage *zBuffer,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refpointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs. This version is different from fwarpz in that it contains optimizations that reduce the number of matrix multiplications by a factor of 4.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",15.00,"float","vz","The viewpoint z coordinate" "iwarp.cpp","None","fwarpz2","int","int fwarpz2(memImage *inputImage, memImage *outputImage, memImage *zBuffer,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refpointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs. This version is different from fwarpz in that it contains optimizations that reduce the number of matrix multiplications by a factor of 4.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",16.00,"tMatrix *","viewMatrix","The matrix containing the viewer location and orientation" "iwarp.cpp","None","fwarpz2","int","int fwarpz2(memImage *inputImage, memImage *outputImage, memImage *zBuffer,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refpointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs. This version is different from fwarpz in that it contains optimizations that reduce the number of matrix multiplications by a factor of 4.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",17.00,"float","refPointX","x axis reference point (world coord. system)" "iwarp.cpp","None","fwarpz2","int","int fwarpz2(memImage *inputImage, memImage *outputImage, memImage *zBuffer,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refpointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs. This version is different from fwarpz in that it contains optimizations that reduce the number of matrix multiplications by a factor of 4.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",18.00,"float","refPointY","y axis reference point (world coord. system)" "iwarp.cpp","None","fwarpz2","int","int fwarpz2(memImage *inputImage, memImage *outputImage, memImage *zBuffer,float rx, float ry, float rz,float sx, float sy, float sz,float tx, float ty, float tz,float vx, float vy, float vz,tMatrix *viewMatrix,float refPointX, float refPointY, float refpointZ);","Performs a forward mapping warp on the input image and places it in the supplied output image. This method is slower than the inverse mapping method but provides a correct result regardless of the rotation angles. The inverse mapping warp is limited to angular rotations of approximately 30 degrees before some distortion occurs. This version is different from fwarpz in that it contains optimizations that reduce the number of matrix multiplications by a factor of 4.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",19.00,"float","refpointZ","z axis reference point (world coord. system)" "shape3d.cpp","shape3d","shape3d","shape3d ","shape3d :: shape3d(char *pathName);","Creates a new shape object by reading a shape file.","Not applicable","Input",1.00,"char *","pathName","The location of the shape file to read" "shape3d.cpp","shape3d","shape3d","shape3d ","shape3d :: shape3d(point3d *UL, point3d *UR, point3d *LR, point3d *LL);","Creates a new rectangular shape object from the indicated vertices.","Not applicable","Input",1.00,"point3d *","UL","The upper left corner of the rectangle as viewed from the positive Z axis, looking toward the origin." "shape3d.cpp","shape3d","shape3d","shape3d ","shape3d :: shape3d(point3d *UL, point3d *UR, point3d *LR, point3d *LL);","Creates a new rectangular shape object from the indicated vertices.","Not applicable","Input",2.00,"point3d *","UR","The upper right corner of the rectangle." "shape3d.cpp","shape3d","shape3d","shape3d ","shape3d :: shape3d(point3d *UL, point3d *UR, point3d *LR, point3d *LL);","Creates a new rectangular shape object from the indicated vertices.","Not applicable","Input",3.00,"point3d *","LR","The lower right corner of the rectangle." "shape3d.cpp","shape3d","shape3d","shape3d ","shape3d :: shape3d(point3d *UL, point3d *UR, point3d *LR, point3d *LL);","Creates a new rectangular shape object from the indicated vertices.","Not applicable","Input",4.00,"point3d *","LL","The lower left corner of the rectangle." "shape3d.cpp","shape3d ","readShape","int","int shape3d :: readShape(char *pathName);","Creates a shape object by reading a shape file.","Not applicable","Input",1.00,"char *","pathName","The shape file" "shape3d.cpp","shape3d ","getShapeFileInfo","int","int shape3d :: getShapeFileInfo(char *pathName, int *fileType, int *numVertices, int *numFaces);","Returns information about a shape file.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"char *","pathName","The location of the file to read" "shape3d.cpp","shape3d ","getShapeFileInfo","int","int shape3d :: getShapeFileInfo(char *pathName, int *fileType, int *numVertices, int *numFaces);","Returns information about a shape file.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",2.00,"int *","fileType","The type of shape file: WITHFACES, WITHOUTFACES" "shape3d.cpp","shape3d ","getShapeFileInfo","int","int shape3d :: getShapeFileInfo(char *pathName, int *fileType, int *numVertices, int *numFaces);","Returns information about a shape file.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",3.00,"int *","numVertices","The number of vertices in the shape object." "shape3d.cpp","shape3d ","getShapeFileInfo","int","int shape3d :: getShapeFileInfo(char *pathName, int *fileType, int *numVertices, int *numFaces);","Returns information about a shape file.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",4.00,"int *","numFaces","The number of faces in the shape object" "shape3d.cpp","shape3d ","shapeFromBMP","int","int shape3d :: shapeFromBMP(char *imageFileName);","Creates a shape object from a matte image or alpha image by automatically tracing around the boundary of the image.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"char *","imageFileName","The image file name to be traced." "shape3d.cpp","shape3d","writeShape","int","int shape3d::writeShape(char *pathName);","Saves a shape object to the indicated file.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"char *","pathName","The location of the shape file to create." "shape3d.cpp","shape3d","printShape","void","void shape3d::printShape(char *comment);","Displays the contents of the shape object to the ICT log.","Not Applicable","Input",1.00,"char *","comment","Message to display to the log." "shape3d.cpp","shape3d","setNumVertices","void","void shape3d::setNumVertices(int nv);","Sets the number of vertices in a shape object.","Not Applicable","Input",1.00,"int","nv","The number of vertices." "shape3d.cpp","shape3d","invertY","void","void shape3d::invertY(int screenHeight);","Invert the Y axis of the shape's screen coordinates. This function is used to transform screen coordinates into world coordinates and vice versa.","Not Applicable","Input",1.00,"int","screenHeight","The number of rows or y dimension of the display screen" "shape3d.cpp","shape3d","addWorldVertex","int","int shape3d::addWorldVertex(float x, float y, float z);","Adds a world coordinate vertex to a shape3d object.","Returns NULL if successful, else an error message is posted to the log.","Input",1.00,"float","x","x coordinate" "shape3d.cpp","shape3d","addWorldVertex","int","int shape3d::addWorldVertex(float x, float y, float z);","Adds a world coordinate vertex to a shape3d object.","Returns NULL if successful, else an error message is posted to the log.","Input",2.00,"float","y","y coordinate" "shape3d.cpp","shape3d","addWorldVertex","int","int shape3d::addWorldVertex(float x, float y, float z);","Adds a world coordinate vertex to a shape3d object.","Returns NULL if successful, else an error message is posted to the log.","Input",3.00,"float","z","z coordinate" "shape3d.cpp","shape3d","addTransformedVertex","int","int shape3d::addTransformedVertex(float x, float y, float z);","Adds a transformed coordinate vertex to a shape3d object.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"float","x","x coordinate" "shape3d.cpp","shape3d","addTransformedVertex","int","int shape3d::addTransformedVertex(float x, float y, float z);","Adds a transformed coordinate vertex to a shape3d object.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"float","y","y coordinate" "shape3d.cpp","shape3d","addTransformedVertex","int","int shape3d::addTransformedVertex(float x, float y, float z);","Adds a transformed coordinate vertex to a shape3d object.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",3.00,"float","z","z coordinate" "shape3d.cpp","shape3d","getLastWorldVertex","int","int shape3d::getLastWorldVertex(float *x, float *y, float *z);","Retrieves the vertex located one position behind the current vertex pointer.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",1.00,"float *","x","x coordinate" "shape3d.cpp","shape3d","getLastWorldVertex","int","int shape3d::getLastWorldVertex(float *x, float *y, float *z);","Retrieves the vertex located one position behind the current vertex pointer.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",2.00,"float *","y","y coordinate" "shape3d.cpp","shape3d","getLastWorldVertex","int","int shape3d::getLastWorldVertex(float *x, float *y, float *z);","Retrieves the vertex located one position behind the current vertex pointer.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",3.00,"float *","z","z coordinate" "shape3d.cpp","shape3d","getPreviousWorldVertex","int","int shape3d::getPreviousWorldVertex(float *x, float *y, float *z);","Retrieves the vertex located two positions behind the current vertex pointer.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"float *","x","x coordinate" "shape3d.cpp","shape3d","getPreviousWorldVertex","int","int shape3d::getPreviousWorldVertex(float *x, float *y, float *z);","Retrieves the vertex located two positions behind the current vertex pointer.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"float *","y","y coordinate" "shape3d.cpp","shape3d","getPreviousWorldVertex","int","int shape3d::getPreviousWorldVertex(float *x, float *y, float *z);","Retrieves the vertex located two positions behind the current vertex pointer.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",3.00,"float *","z","z coordinate" "shape3d.cpp","shape3d","getWCentroid","void","void shape3d::getWCentroid(float *centroidX, float *centroidY, float *centroidZ);","Calculate the world coordinate centroid","Not Applicable","Output",1.00,"float *","centroidX","x coordinate of point. Used only if useExternalCentroid is TRUE." "shape3d.cpp","shape3d","getWCentroid","void","void shape3d::getWCentroid(float *centroidX, float *centroidY, float *centroidZ);","Calculate the world coordinate centroid","Not Applicable","Output",2.00,"float *","centroidY","y coordinate of point. Used only if useExternalCentroid is TRUE." "shape3d.cpp","shape3d","getWCentroid","void","void shape3d::getWCentroid(float *centroidX, float *centroidY, float *centroidZ);","Calculate the world coordinate centroid","Not Applicable","Output",3.00,"float *","centroidZ","z coordinate of point. Used only if useExternalCentroid is TRUE." "shape3d.cpp","shape3d","translateW","void","void shape3d::translateW(float offsetX, float offsetY, float offsetZ);","Translate a shape's world coordinates the indicated amount.","Not Applicable","Input",1.00,"float","offsetX","The number of pixels to offset the image in the x direction" "shape3d.cpp","shape3d","translateW","void","void shape3d::translateW(float offsetX, float offsetY, float offsetZ);","Translate a shape's world coordinates the indicated amount.","Not Applicable","Input",2.00,"float","offsetY","The number of pixels to offset the image in the y direction" "shape3d.cpp","shape3d","translateW","void","void shape3d::translateW(float offsetX, float offsetY, float offsetZ);","Translate a shape's world coordinates the indicated amount.","Not Applicable","Input",3.00,"float","offsetZ","The number of pixels to offset the image in the z direction" "shape3d.cpp","shape3d","translateT","void","void shape3d::translateT(float offsetX, float offsetY, float offsetZ);","Translate a shape's transformed coordinates the indicated amount.","Not Applicable","Input",1.00,"float","offsetX","The number of pixels to offset the image in the x direction" "shape3d.cpp","shape3d","translateT","void","void shape3d::translateT(float offsetX, float offsetY, float offsetZ);","Translate a shape's transformed coordinates the indicated amount.","Not Applicable","Input",2.00,"float","offsetY","The number of pixels to offset the image in the y direction" "shape3d.cpp","shape3d","translateT","void","void shape3d::translateT(float offsetX, float offsetY, float offsetZ);","Translate a shape's transformed coordinates the indicated amount.","Not Applicable","Input",3.00,"float","offsetZ","The number of pixels to offset the image in the z direction" "shape3d.cpp","shape3d","translateS","void","void shape3d::translateS(int offsetX, int offsetY);","Translate a shape's screen coordinates the indicated amount.","Not Applicable","Input",1.00,"int","offsetX","The number of pixels to offset the image in the x direction" "shape3d.cpp","shape3d","translateS","void","void shape3d::translateS(int offsetX, int offsetY);","Translate a shape's screen coordinates the indicated amount.","Not Applicable","Input",2.00,"int","offsetY","The number of pixels to offset the image in the y direction" "shape3d.cpp","None","getNextLine","char *","char *getNextLine(char *theText, int *lineNumber, ifstream *filein,int minLineLength);","Returns the next line of text in a shape file. Comment lines (those beginning with //) are ignored.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","In-Out",1.00,"char *","theText","A character string containing the line retrieved from the shape file." "shape3d.cpp","None","getNextLine","char *","char *getNextLine(char *theText, int *lineNumber, ifstream *filein,int minLineLength);","Returns the next line of text in a shape file. Comment lines (those beginning with //) are ignored.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","In-Out",2.00,"int *","lineNumber","The line number. The first line is 1, The returned line number counts blank lines and comments." "shape3d.cpp","None","getNextLine","char *","char *getNextLine(char *theText, int *lineNumber, ifstream *filein,int minLineLength);","Returns the next line of text in a shape file. Comment lines (those beginning with //) are ignored.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",3.00,"ifstream *","filein","pointer to the input file stream" "shape3d.cpp","None","getNextLine","char *","char *getNextLine(char *theText, int *lineNumber, ifstream *filein,int minLineLength);","Returns the next line of text in a shape file. Comment lines (those beginning with //) are ignored.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",4.00,"int","minLineLength","The minimum line length in characters. Lines shorter than minLineLength are ignored." "shape3d.cpp","None","getShapePath","void","void getShapePath(char *modelPath, char *shapeDir, char *shapePath);","Constructs a pathname from the model pathname and directory in which to store shape files.","Not Applicable","Input",1.00,"char *","modelPath","The model pathname" "shape3d.cpp","None","getShapePath","void","void getShapePath(char *modelPath, char *shapeDir, char *shapePath);","Constructs a pathname from the model pathname and directory in which to store shape files.","Not Applicable","Input",2.00,"char *","shapeDir","A directory in which to store shape files." "shape3d.cpp","None","getShapePath","void","void getShapePath(char *modelPath, char *shapeDir, char *shapePath);","Constructs a pathname from the model pathname and directory in which to store shape files.","Not Applicable","Output",3.00,"char *","shapePath","The output shape file pathname" "shape3d.cpp","None","getBoundaryPoint","int","int getBoundaryPoint (shape3d *theShape,float rayCentroidX, float rayCentroidY,float rayX2, float rayY2,float *outX, float *outY,float lastX, float lastY);","Not used","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"shape3d *","theShape","The 3D object boundary." "shape3d.cpp","None","getBoundaryPoint","int","int getBoundaryPoint (shape3d *theShape,float rayCentroidX, float rayCentroidY,float rayX2, float rayY2,float *outX, float *outY,float lastX, float lastY);","Not used","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"float","rayCentroidX", "shape3d.cpp","None","getBoundaryPoint","int","int getBoundaryPoint (shape3d *theShape,float rayCentroidX, float rayCentroidY,float rayX2, float rayY2,float *outX, float *outY,float lastX, float lastY);","Not used","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",3.00,"float","rayCentroidY", "shape3d.cpp","None","getBoundaryPoint","int","int getBoundaryPoint (shape3d *theShape,float rayCentroidX, float rayCentroidY,float rayX2, float rayY2,float *outX, float *outY,float lastX, float lastY);","Not used","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",4.00,"float","rayX2", "shape3d.cpp","None","getBoundaryPoint","int","int getBoundaryPoint (shape3d *theShape,float rayCentroidX, float rayCentroidY,float rayX2, float rayY2,float *outX, float *outY,float lastX, float lastY);","Not used","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",5.00,"float","rayY2", "shape3d.cpp","None","getBoundaryPoint","int","int getBoundaryPoint (shape3d *theShape,float rayCentroidX, float rayCentroidY,float rayX2, float rayY2,float *outX, float *outY,float lastX, float lastY);","Not used","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",6.00,"float *","outX", "shape3d.cpp","None","getBoundaryPoint","int","int getBoundaryPoint (shape3d *theShape,float rayCentroidX, float rayCentroidY,float rayX2, float rayY2,float *outX, float *outY,float lastX, float lastY);","Not used","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",7.00,"float *","outY", "shape3d.cpp","None","getBoundaryPoint","int","int getBoundaryPoint (shape3d *theShape,float rayCentroidX, float rayCentroidY,float rayX2, float rayY2,float *outX, float *outY,float lastX, float lastY);","Not used","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",8.00,"float","lastX","The previous x coordinate" "shape3d.cpp","None","getBoundaryPoint","int","int getBoundaryPoint (shape3d *theShape,float rayCentroidX, float rayCentroidY,float rayX2, float rayY2,float *outX, float *outY,float lastX, float lastY);","Not used","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",9.00,"float","lastY","The previous y coordinate" "shape3d.cpp","shape3d","addVertices","int","int shape3d::addVertices(shape3d *child);","Add the vertices of the child shape to this shape.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"shape3d *","child","The vertices of this shape are added to the shape object's vertices." "shape3d.cpp","shape3d","getReferencePoint","void","void shape3d::getReferencePoint(float *centroidX, float *centroidY, float *centroidZ);","Returns the shape's point of reference.","Not Applicable","Output",1.00,"float *","centroidX","x coordinate of reference point." "shape3d.cpp","shape3d","getReferencePoint","void","void shape3d::getReferencePoint(float *centroidX, float *centroidY, float *centroidZ);","Returns the shape's point of reference.","Not Applicable","Output",2.00,"float *","centroidY","y coordinate of reference point." "shape3d.cpp","shape3d","getReferencePoint","void","void shape3d::getReferencePoint(float *centroidX, float *centroidY, float *centroidZ);","Returns the shape's point of reference.","Not Applicable","Output",3.00,"float *","centroidZ","z coordinate of reference point." "shape3d.cpp","shape3d","setReferencePoint","void","void shape3d::setReferencePoint(float centroidX, float centroidY, float centroidZ);","Sets the shape reference point.","Not Applicable","Input",1.00,"float","centroidX","x coordinate of reference point." "shape3d.cpp","shape3d","setReferencePoint","void","void shape3d::setReferencePoint(float centroidX, float centroidY, float centroidZ);","Sets the shape reference point.","Not Applicable","Input",2.00,"float","centroidY","y coordinate of reference point." "shape3d.cpp","shape3d","setReferencePoint","void","void shape3d::setReferencePoint(float centroidX, float centroidY, float centroidZ);","Sets the shape reference point.","Not Applicable","Input",3.00,"float","centroidZ","z coordinate of reference point." "shape3d.cpp","shape3d","getScreenVertex","int","int shape3d::getScreenVertex(int index, int *sx, int *sy);","Returns the index-th screen vertex","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"int","index","A number from 0 to numVertices-1" "shape3d.cpp","shape3d","getScreenVertex","int","int shape3d::getScreenVertex(int index, int *sx, int *sy);","Returns the index-th screen vertex","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",2.00,"int *","sx","The screen x coordinate" "shape3d.cpp","shape3d","getScreenVertex","int","int shape3d::getScreenVertex(int index, int *sx, int *sy);","Returns the index-th screen vertex","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",3.00,"int *","sy","The screen y coordinate" "shape3d.cpp","shape3d","getTransformedVertex","int","int shape3d::getTransformedVertex(int index, float *tx, float *ty, float *tz);","Returns the index-th transformed vertex.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"int","index","A number from 0 to numVertices-1" "shape3d.cpp","shape3d","getTransformedVertex","int","int shape3d::getTransformedVertex(int index, float *tx, float *ty, float *tz);","Returns the index-th transformed vertex.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",2.00,"float *","tx","The transformed x coordinate (world coord system)" "shape3d.cpp","shape3d","getTransformedVertex","int","int shape3d::getTransformedVertex(int index, float *tx, float *ty, float *tz);","Returns the index-th transformed vertex.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",3.00,"float *","ty","The transformed y coordinate (world coord system)" "shape3d.cpp","shape3d","getTransformedVertex","int","int shape3d::getTransformedVertex(int index, float *tx, float *ty, float *tz);","Returns the index-th transformed vertex.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",4.00,"float *","tz","The transformed z coordinate (world coord system)" "shape3d.cpp","shape3d","getWorldDistance","float","float shape3d::getWorldDistance(int vertexNumber);","Returns the sum of distances of the first vertexNumber line segments in a shape. VertexNumber is 1 relative. If vertexNumber is zero, the total shape boundary distance is returned.","Returns the sum of distances of the first vertexNumber line segments in a shape. VertexNumber is 1 relative. If vertexNumber is zero, the total shape boundary distance is returned.","Input",1.00,"int","vertexNumber","The number of world distance line segments to sum. VertexNumber is 1 relative. If vertexNumber is zero, the total shape boundary distance is returned." "shape3d.cpp","shape3d","getWorldVertex","int","int shape3d::getWorldVertex(float distanceFraction, int *vertex, float *x,float *y, float *z);","Not used. Determine the world coordinate that corresponds to the supplied distance fraction. The resulting coordinate is interpolated linearly from the two vertices that are located between the corresponding distanceFraction. vertex is the 0 relative index after which the vertex is to be added.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"float","distanceFraction","A number between 0 and 1." "shape3d.cpp","shape3d","getWorldVertex","int","int shape3d::getWorldVertex(float distanceFraction, int *vertex, float *x,float *y, float *z);","Not used. Determine the world coordinate that corresponds to the supplied distance fraction. The resulting coordinate is interpolated linearly from the two vertices that are located between the corresponding distanceFraction. vertex is the 0 relative index after which the vertex is to be added.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",2.00,"int *","vertex","The 0 relative index after which the vertex is to be subsequently added." "shape3d.cpp","shape3d","getWorldVertex","int","int shape3d::getWorldVertex(float distanceFraction, int *vertex, float *x,float *y, float *z);","Not used. Determine the world coordinate that corresponds to the supplied distance fraction. The resulting coordinate is interpolated linearly from the two vertices that are located between the corresponding distanceFraction. vertex is the 0 relative index after which the vertex is to be added.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",3.00,"float *","x","x coordinate" "shape3d.cpp","shape3d","getWorldVertex","int","int shape3d::getWorldVertex(float distanceFraction, int *vertex, float *x,float *y, float *z);","Not used. Determine the world coordinate that corresponds to the supplied distance fraction. The resulting coordinate is interpolated linearly from the two vertices that are located between the corresponding distanceFraction. vertex is the 0 relative index after which the vertex is to be added.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",4.00,"float *","y","y coordinate" "shape3d.cpp","shape3d","getWorldVertex","int","int shape3d::getWorldVertex(float distanceFraction, int *vertex, float *x,float *y, float *z);","Not used. Determine the world coordinate that corresponds to the supplied distance fraction. The resulting coordinate is interpolated linearly from the two vertices that are located between the corresponding distanceFraction. vertex is the 0 relative index after which the vertex is to be added.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",5.00,"float *","z","z coordinate" "memimg32.cpp","memImage","allocate","void","void memImage::allocate(int height, int widthInPixels);","Allocates memory for a memImage Object. If the needed amount of memory is not available, the object's valid data member is set to zero.","Not Applicable","Input",1.00,"int","height","Image height in pixels." "memimg32.cpp","memImage","allocate","void","void memImage::allocate(int height, int widthInPixels);","Allocates memory for a memImage Object. If the needed amount of memory is not available, the object's valid data member is set to zero.","Not Applicable","Input",2.00,"int","widthInPixels","Image width in pixels." "memimg32.cpp","memImage","clearRGB","int","int memImage::clearRGB(BYTE red, BYTE green, BYTE blue);","Erases all pixels in an image having the indicated RGB color by setting them to zero.","0 if successful, non-zero if an error occured. Message posted to log.","Input",1.00,"BYTE","red","Red value of pixels to set to zero." "memimg32.cpp","memImage","clearRGB","int","int memImage::clearRGB(BYTE red, BYTE green, BYTE blue);","Erases all pixels in an image having the indicated RGB color by setting them to zero.","0 if successful, non-zero if an error occured. Message posted to log.","Input",2.00,"BYTE","green","Green value of pixels to set to zero." "memimg32.cpp","memImage","clearRGB","int","int memImage::clearRGB(BYTE red, BYTE green, BYTE blue);","Erases all pixels in an image having the indicated RGB color by setting them to zero.","0 if successful, non-zero if an error occured. Message posted to log.","Input",3.00,"BYTE","blue","Blue value of pixels to set to zero." "memimg32.cpp","memImage","clearRGBRange","int","int memImage::clearRGBRange(BYTE redLow, BYTE redHigh,BYTE greenLow, BYTE greenHigh,BYTE blueLow, BYTE blueHigh);","Erases all pixels in an image within the indicated RGB color range. All pixels within the indicated range are erased by setting them to zero.","0 if successful, non-zero if an error occured. Message posted to log if the operation was not successful.","Input",1.00,"BYTE","redLow","Minimum red value" "memimg32.cpp","memImage","clearRGBRange","int","int memImage::clearRGBRange(BYTE redLow, BYTE redHigh,BYTE greenLow, BYTE greenHigh,BYTE blueLow, BYTE blueHigh);","Erases all pixels in an image within the indicated RGB color range. All pixels within the indicated range are erased by setting them to zero.","0 if successful, non-zero if an error occured. Message posted to log if the operation was not successful.","Input",2.00,"BYTE","redHigh","Maximum red value" "memimg32.cpp","memImage","clearRGBRange","int","int memImage::clearRGBRange(BYTE redLow, BYTE redHigh,BYTE greenLow, BYTE greenHigh,BYTE blueLow, BYTE blueHigh);","Erases all pixels in an image within the indicated RGB color range. All pixels within the indicated range are erased by setting them to zero.","0 if successful, non-zero if an error occured. Message posted to log if the operation was not successful.","Input",3.00,"BYTE","greenLow","Minimum green value" "memimg32.cpp","memImage","clearRGBRange","int","int memImage::clearRGBRange(BYTE redLow, BYTE redHigh,BYTE greenLow, BYTE greenHigh,BYTE blueLow, BYTE blueHigh);","Erases all pixels in an image within the indicated RGB color range. All pixels within the indicated range are erased by setting them to zero.","0 if successful, non-zero if an error occured. Message posted to log if the operation was not successful.","Input",4.00,"BYTE","greenHigh","Maximum green value" "memimg32.cpp","memImage","clearRGBRange","int","int memImage::clearRGBRange(BYTE redLow, BYTE redHigh,BYTE greenLow, BYTE greenHigh,BYTE blueLow, BYTE blueHigh);","Erases all pixels in an image within the indicated RGB color range. All pixels within the indicated range are erased by setting them to zero.","0 if successful, non-zero if an error occured. Message posted to log if the operation was not successful.","Input",5.00,"BYTE","blueLow","Minimum blue value" "memimg32.cpp","memImage","clearRGBRange","int","int memImage::clearRGBRange(BYTE redLow, BYTE redHigh,BYTE greenLow, BYTE greenHigh,BYTE blueLow, BYTE blueHigh);","Erases all pixels in an image within the indicated RGB color range. All pixels within the indicated range are erased by setting them to zero.","0 if successful, non-zero if an error occured. Message posted to log if the operation was not successful.","Input",6.00,"BYTE","blueHigh","Maximum blue value" "memimg32.cpp","memImage","init32","void","void memImage::init32(float aValue);","Initializes the pixels of a 32 bit memImage to the indicated value.","Not Applicable","Input",1.00,"float","aValue","A floating point value to which all pixels in the image are set." "memimg32.cpp","memImage","scaleTo8","int","int memImage::scaleTo8(memImage *scaledImage);","Scales the intensities of the 32 bit image down to 255 greyscales. The result is placed in the scaledImage. This function is used in ICT to scale down the 32 bit Z-buffer image so that it is viewable on the screen. The scaling operation ignores the Z-Buffer maximum value.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"memImage *","scaledImage","The image that receives the scaled image intensities." "memimg32.cpp","memImage","display","void","void memImage::display(HDC dc, int outWidth, int outHeight);","Displays a memImage object in the indicated device context. If the image to be displayed is smaller that the area available to the device context, then the image is displayed in the lower left corner of the dc.","Not Applicable","Input",1.00,"HDC","dc","The device context into which a memImage object is displayed." "memimg32.cpp","memImage","display","void","void memImage::display(HDC dc, int outWidth, int outHeight);","Displays a memImage object in the indicated device context. If the image to be displayed is smaller that the area available to the device context, then the image is displayed in the lower left corner of the dc.","Not Applicable","Input",2.00,"int","outWidth","The width in bytes of the dc." "memimg32.cpp","memImage","display","void","void memImage::display(HDC dc, int outWidth, int outHeight);","Displays a memImage object in the indicated device context. If the image to be displayed is smaller that the area available to the device context, then the image is displayed in the lower left corner of the dc.","Not Applicable","Input",3.00,"int","outHeight","The height in bytes of the dc." "memimg32.cpp","memImage","drawMask","int","int memImage::drawMask(HDC dc, POINT far *thePoints, int numVertices);","Draws a binary mask into the memImage object. The mask is described as a list of vertices. The interior of the polygon is occupied with pixels whose values are 255, all pixels external to the mask are set to zero.","0 of the operation was successful. else a message is posted to the log.","Input",1.00,"HDC","dc","A device context into which to draw the polygon." "memimg32.cpp","memImage","drawMask","int","int memImage::drawMask(HDC dc, POINT far *thePoints, int numVertices);","Draws a binary mask into the memImage object. The mask is described as a list of vertices. The interior of the polygon is occupied with pixels whose values are 255, all pixels external to the mask are set to zero.","0 of the operation was successful. else a message is posted to the log.","Input",2.00,"POINT"," ","See MFC manual for details." "memimg32.cpp","memImage","drawMask","int","int memImage::drawMask(HDC dc, POINT far *thePoints, int numVertices);","Draws a binary mask into the memImage object. The mask is described as a list of vertices. The interior of the polygon is occupied with pixels whose values are 255, all pixels external to the mask are set to zero.","0 of the operation was successful. else a message is posted to the log.","Input",3.00,"int","numVertices","The number of vertices in the polygon." "memimg32.cpp","memImage","copy","int","int memImage::copy(memImage *outImage, int xoffset, int yoffset);","Copies the image to an indicated output image. The input image is offset in the output image by the indicated amount.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"memImage *","outImage","The memImage object to be copied to." "memimg32.cpp","memImage","copy","int","int memImage::copy(memImage *outImage, int xoffset, int yoffset);","Copies the image to an indicated output image. The input image is offset in the output image by the indicated amount.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"int","xoffset","Number of pixels in the x direction to offset the copied image." "memimg32.cpp","memImage","copy","int","int memImage::copy(memImage *outImage, int xoffset, int yoffset);","Copies the image to an indicated output image. The input image is offset in the output image by the indicated amount.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",3.00,"int","yoffset","Number of pixels in the y direction to offset the copied image." "memimg32.cpp","memImage","fastCopy","int","int memImage::fastCopy(memImage *outImage, int xOffset, int yOffset);","Copies the image into another memImage (outImage) offsetting the image by the indicated amount.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"memImage *","outImage","The output image" "memimg32.cpp","memImage","fastCopy","int","int memImage::fastCopy(memImage *outImage, int xOffset, int yOffset);","Copies the image into another memImage (outImage) offsetting the image by the indicated amount.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"int","xOffset","The x axis offset. (Use 0 of no offset is desired)." "memimg32.cpp","memImage","fastCopy","int","int memImage::fastCopy(memImage *outImage, int xOffset, int yOffset);","Copies the image into another memImage (outImage) offsetting the image by the indicated amount.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",3.00,"int","yOffset","The y axis offset. (Use 0 of no offset is desired)." "memimg32.cpp","memImage","getMPixel","BYTE","BYTE memImage::getMPixel (int x, int y, char aColor);","Returns an 8 bit color component pixel from a 24 bit memImage.","The value of the requested color component.","Input",1.00,"int","x","x coordinate of the pixel to be retrieved." "memimg32.cpp","memImage","getMPixel","BYTE","BYTE memImage::getMPixel (int x, int y, char aColor);","Returns an 8 bit color component pixel from a 24 bit memImage.","The value of the requested color component.","Input",2.00,"int","y","y coordinate of the pixel to be retrieved." "memimg32.cpp","memImage","getMPixel","BYTE","BYTE memImage::getMPixel (int x, int y, char aColor);","Returns an 8 bit color component pixel from a 24 bit memImage.","The value of the requested color component.","Input",3.00,"char","aColor","The color component of the pixel to be retrieved. Examples: 'r', 'g', 'b'." "memimg32.cpp","memImage","getMPixelRGB","int","int memImage::getMPixelRGB(int x, int y, BYTE *red, BYTE *green, BYTE *blue);","Retrieves an RGB color from the specified location in a 24 bit memImage.","0 if operation successful, -1 if clipping occured.","Input",1.00,"int","x","x coordinate of the pixel to retrieve." "memimg32.cpp","memImage","getMPixelRGB","int","int memImage::getMPixelRGB(int x, int y, BYTE *red, BYTE *green, BYTE *blue);","Retrieves an RGB color from the specified location in a 24 bit memImage.","0 if operation successful, -1 if clipping occured.","Input",2.00,"int","y","y coordinate of the pixel to retrieve." "memimg32.cpp","memImage","getMPixelRGB","int","int memImage::getMPixelRGB(int x, int y, BYTE *red, BYTE *green, BYTE *blue);","Retrieves an RGB color from the specified location in a 24 bit memImage.","0 if operation successful, -1 if clipping occured.","Input",3.00,"BYTE *","red","Red value." "memimg32.cpp","memImage","getMPixelRGB","int","int memImage::getMPixelRGB(int x, int y, BYTE *red, BYTE *green, BYTE *blue);","Retrieves an RGB color from the specified location in a 24 bit memImage.","0 if operation successful, -1 if clipping occured.","Input",4.00,"BYTE *","green","Green value." "memimg32.cpp","memImage","getMPixelRGB","int","int memImage::getMPixelRGB(int x, int y, BYTE *red, BYTE *green, BYTE *blue);","Retrieves an RGB color from the specified location in a 24 bit memImage.","0 if operation successful, -1 if clipping occured.","Input",5.00,"BYTE *","blue","Blue value." "memimg32.cpp","memImage","setMPixelRGB","int","int memImage::setMPixelRGB(int x, int y, BYTE red, BYTE green, BYTE blue);","Sets a pixel in a 24 bit memImage file to the indicated color.","0 if the operation was successful, -1 if clipping occured.","Input",1.00,"int","x","x coordinate of the pixel to save." "memimg32.cpp","memImage","setMPixelRGB","int","int memImage::setMPixelRGB(int x, int y, BYTE red, BYTE green, BYTE blue);","Sets a pixel in a 24 bit memImage file to the indicated color.","0 if the operation was successful, -1 if clipping occured.","Input",2.00,"int","y","y coordinate of the pixel to save." "memimg32.cpp","memImage","setMPixelRGB","int","int memImage::setMPixelRGB(int x, int y, BYTE red, BYTE green, BYTE blue);","Sets a pixel in a 24 bit memImage file to the indicated color.","0 if the operation was successful, -1 if clipping occured.","Input",3.00,"BYTE","red","Red value" "memimg32.cpp","memImage","setMPixelRGB","int","int memImage::setMPixelRGB(int x, int y, BYTE red, BYTE green, BYTE blue);","Sets a pixel in a 24 bit memImage file to the indicated color.","0 if the operation was successful, -1 if clipping occured.","Input",4.00,"BYTE","green","Green value." "memimg32.cpp","memImage","setMPixelRGB","int","int memImage::setMPixelRGB(int x, int y, BYTE red, BYTE green, BYTE blue);","Sets a pixel in a 24 bit memImage file to the indicated color.","0 if the operation was successful, -1 if clipping occured.","Input",5.00,"BYTE","blue","Blue value." "memimg32.cpp","memImage","setMPixel","int","int memImage::setMPixel (int x, int y, BYTE value);","Sets the pixel to the indicated value at the desired location.","0 if the operation was successful, else a message is posted to the log.","Input",1.00,"int","x","x coordinate" "memimg32.cpp","memImage","setMPixel","int","int memImage::setMPixel (int x, int y, BYTE value);","Sets the pixel to the indicated value at the desired location.","0 if the operation was successful, else a message is posted to the log.","Input",2.00,"int","y","y coordinate." "memimg32.cpp","memImage","setMPixel","int","int memImage::setMPixel (int x, int y, BYTE value);","Sets the pixel to the indicated value at the desired location.","0 if the operation was successful, else a message is posted to the log.","Input",3.00,"BYTE","value","The pixel intensity value" "memimg32.cpp","memImage","setMPixelA","int","int memImage::setMPixelA (float x, float y, BYTE value);","Not Used","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"float","x","x coordinate" "memimg32.cpp","memImage","setMPixelA","int","int memImage::setMPixelA (float x, float y, BYTE value);","Not Used","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"float","y","y coordinate" "memimg32.cpp","memImage","setMPixelA","int","int memImage::setMPixelA (float x, float y, BYTE value);","Not Used","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",3.00,"BYTE","value","The pixel intensity value" "memimg32.cpp","memImage","getMPixelA","BYTE","BYTE memImage::getMPixelA (float x, float y);","Not Used","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"float","x","x coordinate" "memimg32.cpp","memImage","getMPixelA","BYTE","BYTE memImage::getMPixelA (float x, float y);","Not Used","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"float","y","y coordinate" "memimg32.cpp","memImage","getMPixel","BYTE","BYTE memImage::getMPixel (int x, int y);","Returns an 8 bit color component pixel from a 24 bit memImage.","The value of the requested color component.","Input",1.00,"int","x","x coordinate of the pixel to be retrieved." "memimg32.cpp","memImage","getMPixel","BYTE","BYTE memImage::getMPixel (int x, int y);","Returns an 8 bit color component pixel from a 24 bit memImage.","The value of the requested color component.","Input",2.00,"int","y","y coordinate of the pixel to be retrieved." "memimg32.cpp","memImage","setMPixel32","int","int memImage::setMPixel32 (int x, int y, float aValue);","Sets the pixel at the x,y location in a 32 bit image to the indicated value.","0 if successful, - 1 if clipped","Input",1.00,"int","x","x coordinate" "memimg32.cpp","memImage","setMPixel32","int","int memImage::setMPixel32 (int x, int y, float aValue);","Sets the pixel at the x,y location in a 32 bit image to the indicated value.","0 if successful, - 1 if clipped","Input",2.00,"int","y","y coordinate" "memimg32.cpp","memImage","setMPixel32","int","int memImage::setMPixel32 (int x, int y, float aValue);","Sets the pixel at the x,y location in a 32 bit image to the indicated value.","0 if successful, - 1 if clipped","Input",3.00,"float","aValue","A floating point value to which all pixels in the image are set." "memimg32.cpp","memImage","getMPixel32","float","float memImage::getMPixel32 (int x, int y);","Returns the indicated floating point pixel in a 32 bit memImage.","The indicated floating point pixel in a 32 bit memImage.","Input",1.00,"int","x","The x coordinate of the pixel to be returned." "memimg32.cpp","memImage","getMPixel32","float","float memImage::getMPixel32 (int x, int y);","Returns the indicated floating point pixel in a 32 bit memImage.","The indicated floating point pixel in a 32 bit memImage.","Input",2.00,"int","y","The y coordinate of the pixel to be returned." "memimg32.cpp","memImage","writeBMP","int","int memImage::writeBMP(char *fileName);","Saves the memImage object to disk in the form of a .bmp file. If the .bmp file already exists, it is overwritten without asking for confirmation.","NULL if the operation is successful, else a message is posted to the log.","Input",1.00,"char *","fileName","The name of the .bmp file in which to save the memImage object." "memimg32.cpp","memImage","readBMP","int","int memImage::readBMP(char *fileName, int colorSpec);","Reads a bmp image file. The image is assumed to be true color (24 bits per pixel). The indicated color plane is read into memory. This protected function is used only by memImage constructors.","NULL if the operation is successful, else -1 is returned and a message is posted to the log.","Input",1.00,"char *","fileName","The name of the 24 bit .bmp file to read." "memimg32.cpp","memImage","readBMP","int","int memImage::readBMP(char *fileName, int colorSpec);","Reads a bmp image file. The image is assumed to be true color (24 bits per pixel). The indicated color plane is read into memory. This protected function is used only by memImage constructors.","NULL if the operation is successful, else -1 is returned and a message is posted to the log.","Input",2.00,"int","colorSpec","The color of the image to read into memory." "memimg32.cpp","None","readBMPHeader","int","int readBMPHeader(char *fileName, int *height, int *width,int *bitsPerPixel);","Reads the header of a Windows bitmap image file and returns image attributes.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"char *","fileName","Image file name whose header is to be read." "memimg32.cpp","None","readBMPHeader","int","int readBMPHeader(char *fileName, int *height, int *width,int *bitsPerPixel);","Reads the header of a Windows bitmap image file and returns image attributes.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",2.00,"int *","height","Image height in pixels." "memimg32.cpp","None","readBMPHeader","int","int readBMPHeader(char *fileName, int *height, int *width,int *bitsPerPixel);","Reads the header of a Windows bitmap image file and returns image attributes.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",3.00,"int *","width","Image width in pixels." "memimg32.cpp","None","readBMPHeader","int","int readBMPHeader(char *fileName, int *height, int *width,int *bitsPerPixel);","Reads the header of a Windows bitmap image file and returns image attributes.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",4.00,"int *","bitsPerPixel","Example values of myBitsPerPixel are: 1, 8, 24, 32." "memimg32.cpp","None","makeRGBimage","int","int makeRGBimage(char *redImage, char *greenImage, char *blueImage,char *outFileName);","Constructs a 24 bit color image file from three 8 bit images.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"char *","redImage","A pathname pointing to an 8 bit per pixel image containing a red image." "memimg32.cpp","None","makeRGBimage","int","int makeRGBimage(char *redImage, char *greenImage, char *blueImage,char *outFileName);","Constructs a 24 bit color image file from three 8 bit images.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"char *","greenImage","A pathname pointing to an 8 bit per pixel image containing a green image." "memimg32.cpp","None","makeRGBimage","int","int makeRGBimage(char *redImage, char *greenImage, char *blueImage,char *outFileName);","Constructs a 24 bit color image file from three 8 bit images.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",3.00,"char *","blueImage","A pathname pointing to an 8 bit per pixel image containing a blue image." "memimg32.cpp","None","makeRGBimage","int","int makeRGBimage(char *redImage, char *greenImage, char *blueImage,char *outFileName);","Constructs a 24 bit color image file from three 8 bit images.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",4.00,"char *","outFileName","A pathname pointing to the 24 bit per pixel image that will be created." "memimg32.cpp","None","mapColorSpecToBitsPerPixel","int","int mapColorSpecToBitsPerPixel(int colorSpec);","Converts a color specification to its corresponding bits per pixel. This is basically a look up table.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"int","colorSpec","A color specification. Examples are: REDCOLOR, RGBCOLOR." "memimg32.cpp","None","mapBitsPerPixelToColorSpec","int","int mapBitsPerPixelToColorSpec(int bitsPerPixel);","Converts bits per pixel to a corresponding color specification. This is basically a look up table.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"int","bitsPerPixel","Example values of myBitsPerPixel are: 1, 8, 24, 32." "memimg32.cpp","memImage","saveAs8","int","int memImage::saveAs8(char *outImagePathName);","Scales a 32 bit memImage to 8 bits. The scaling operation is performed in such a way that maxValue pixels are ignored.","0 if the operation was successful.","Input",1.00,"char *","outImagePathName","The name of the .bmp file into which the 8 bit scaled image is to be stored." "memimg32.cpp","memImage","adjustColor","int","int memImage::adjustColor(BYTE desiredRed, BYTE desiredGreen, BYTE desiredBlue,BYTE *midRed, BYTE *midGreen, BYTE *midBlue, memImage *outImage,char *adjustmentType, int inputImageColor);","Performs one of two types of true color adjustment to the image. If the adjustment type is 'Relative', the desired color (desiredRed, desiredGreen, desiredBlue) is added to all image intensities. If the color adjustment type is 'Target', the average color is calculated and the image intensities are 'moved' so that the new average color is equal to the desired color supplied by the user.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"BYTE","desiredRed","desired red color (a value between 0-255)" "memimg32.cpp","memImage","adjustColor","int","int memImage::adjustColor(BYTE desiredRed, BYTE desiredGreen, BYTE desiredBlue,BYTE *midRed, BYTE *midGreen, BYTE *midBlue, memImage *outImage,char *adjustmentType, int inputImageColor);","Performs one of two types of true color adjustment to the image. If the adjustment type is 'Relative', the desired color (desiredRed, desiredGreen, desiredBlue) is added to all image intensities. If the color adjustment type is 'Target', the average color is calculated and the image intensities are 'moved' so that the new average color is equal to the desired color supplied by the user.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"BYTE","desiredGreen","desired green color (a value between 0-255)" "memimg32.cpp","memImage","adjustColor","int","int memImage::adjustColor(BYTE desiredRed, BYTE desiredGreen, BYTE desiredBlue,BYTE *midRed, BYTE *midGreen, BYTE *midBlue, memImage *outImage,char *adjustmentType, int inputImageColor);","Performs one of two types of true color adjustment to the image. If the adjustment type is 'Relative', the desired color (desiredRed, desiredGreen, desiredBlue) is added to all image intensities. If the color adjustment type is 'Target', the average color is calculated and the image intensities are 'moved' so that the new average color is equal to the desired color supplied by the user.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",3.00,"BYTE","desiredBlue","desired blue color (a value between 0-255)" "memimg32.cpp","memImage","adjustColor","int","int memImage::adjustColor(BYTE desiredRed, BYTE desiredGreen, BYTE desiredBlue,BYTE *midRed, BYTE *midGreen, BYTE *midBlue, memImage *outImage,char *adjustmentType, int inputImageColor);","Performs one of two types of true color adjustment to the image. If the adjustment type is 'Relative', the desired color (desiredRed, desiredGreen, desiredBlue) is added to all image intensities. If the color adjustment type is 'Target', the average color is calculated and the image intensities are 'moved' so that the new average color is equal to the desired color supplied by the user.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",4.00,"BYTE *","midRed","The average red intensity in the unadjusted image." "memimg32.cpp","memImage","adjustColor","int","int memImage::adjustColor(BYTE desiredRed, BYTE desiredGreen, BYTE desiredBlue,BYTE *midRed, BYTE *midGreen, BYTE *midBlue, memImage *outImage,char *adjustmentType, int inputImageColor);","Performs one of two types of true color adjustment to the image. If the adjustment type is 'Relative', the desired color (desiredRed, desiredGreen, desiredBlue) is added to all image intensities. If the color adjustment type is 'Target', the average color is calculated and the image intensities are 'moved' so that the new average color is equal to the desired color supplied by the user.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",5.00,"BYTE *","midGreen","The average green intensity in the unadjusted image." "memimg32.cpp","memImage","adjustColor","int","int memImage::adjustColor(BYTE desiredRed, BYTE desiredGreen, BYTE desiredBlue,BYTE *midRed, BYTE *midGreen, BYTE *midBlue, memImage *outImage,char *adjustmentType, int inputImageColor);","Performs one of two types of true color adjustment to the image. If the adjustment type is 'Relative', the desired color (desiredRed, desiredGreen, desiredBlue) is added to all image intensities. If the color adjustment type is 'Target', the average color is calculated and the image intensities are 'moved' so that the new average color is equal to the desired color supplied by the user.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",6.00,"BYTE *","midBlue","The average blue intensity in the unadjusted image." "memimg32.cpp","memImage","adjustColor","int","int memImage::adjustColor(BYTE desiredRed, BYTE desiredGreen, BYTE desiredBlue,BYTE *midRed, BYTE *midGreen, BYTE *midBlue, memImage *outImage,char *adjustmentType, int inputImageColor);","Performs one of two types of true color adjustment to the image. If the adjustment type is 'Relative', the desired color (desiredRed, desiredGreen, desiredBlue) is added to all image intensities. If the color adjustment type is 'Target', the average color is calculated and the image intensities are 'moved' so that the new average color is equal to the desired color supplied by the user.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","In-Out",7.00,"memImage *","outImage","The adjusted image is storeed in this output image" "memimg32.cpp","memImage","adjustColor","int","int memImage::adjustColor(BYTE desiredRed, BYTE desiredGreen, BYTE desiredBlue,BYTE *midRed, BYTE *midGreen, BYTE *midBlue, memImage *outImage,char *adjustmentType, int inputImageColor);","Performs one of two types of true color adjustment to the image. If the adjustment type is 'Relative', the desired color (desiredRed, desiredGreen, desiredBlue) is added to all image intensities. If the color adjustment type is 'Target', the average color is calculated and the image intensities are 'moved' so that the new average color is equal to the desired color supplied by the user.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",8.00,"char *","adjustmentType","Type of desired color adjustment: 'Target' or 'Relative'." "memimg32.cpp","memImage","adjustColor","int","int memImage::adjustColor(BYTE desiredRed, BYTE desiredGreen, BYTE desiredBlue,BYTE *midRed, BYTE *midGreen, BYTE *midBlue, memImage *outImage,char *adjustmentType, int inputImageColor);","Performs one of two types of true color adjustment to the image. If the adjustment type is 'Relative', the desired color (desiredRed, desiredGreen, desiredBlue) is added to all image intensities. If the color adjustment type is 'Target', the average color is calculated and the image intensities are 'moved' so that the new average color is equal to the desired color supplied by the user.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",9.00,"int","inputImageColor","Used only if the input image is 8 bits per pixel (monochrome). One of 3 possible values is expected: REDCOLOR, GREENCOLOR,or BLUECOLOR. This variable tells the code which of the desired red, green, or blue colors to use to perform the color adjustment." "memimg32.cpp","memImage","printValue","int","int memImage::printValue(int x, int y);","Displays on the log and in the message box, the color, intensity, or 32 bit value at the indicated location. This function supports 8, 24, and 32 bit per pixel images.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"int","x","x coordinate" "memimg32.cpp","memImage","printValue","int","int memImage::printValue(int x, int y);","Displays on the log and in the message box, the color, intensity, or 32 bit value at the indicated location. This function supports 8, 24, and 32 bit per pixel images.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"int","y","y coordinate" "memimg32.cpp","memImage","setFileName","void","void memImage::setFileName(char *fileName);","Sets the memImage objects internal fileName variable. This variable is used optionally to associate a file name with an image in memory.","Not Applicable","Input",1.00,"char *","fileName","Image file name. This fileName is copied to the memImage objects fileName data member." "memimg32.cpp","memImage","clearRectangle","int","int memImage::clearRectangle(int startX, int startY, int endX, int endY);","Clears (sets to zero) the indicated rectangular area.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"int","startX","Starting x coordinate" "memimg32.cpp","memImage","clearRectangle","int","int memImage::clearRectangle(int startX, int startY, int endX, int endY);","Clears (sets to zero) the indicated rectangular area.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"int","startY","Starting y coordinate" "memimg32.cpp","memImage","clearRectangle","int","int memImage::clearRectangle(int startX, int startY, int endX, int endY);","Clears (sets to zero) the indicated rectangular area.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",3.00,"int","endX","Ending x coordinate" "memimg32.cpp","memImage","clearRectangle","int","int memImage::clearRectangle(int startX, int startY, int endX, int endY);","Clears (sets to zero) the indicated rectangular area.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",4.00,"int","endY","Ending y coordinate" "motion.cpp","motionPath","allocate","void","void motionPath::allocate(int num);","Allocates memory for the indicated number of motionNodes.","Not Applicable","Input",1.00,"int","num","The number of motion nodes for which to allocate memory." "motion.cpp","motionPath","getFirstLastFrame","void","void motionPath::getFirstLastFrame(int *firstFrame, int *lastFrame);","Returns the first and last frame numbers in a motion path.","Not Applicable","Output",1.00,"int *","firstFrame","The first frame number defined in a motion path." "motion.cpp","motionPath","getFirstLastFrame","void","void motionPath::getFirstLastFrame(int *firstFrame, int *lastFrame);","Returns the first and last frame numbers in a motion path.","Not Applicable","Output",2.00,"int *","lastFrame","The last frame number defined in a motion path." "motion.cpp","motionNode","copy","void","void motionNode::copy(motionNode mn);","Copies the motion node to the motionNode mn.","Not Applicable","Input",1.00,"motionNode","mn","A motion node structure to receive the copy." "motion.cpp","motionNode","clear","void","void motionNode::clear(void);","Clears the motionNode structure.","Not Applicable","Input",1.00,"void"," ", "motion.cpp","motionPath","getNode","int","int motionPath::getNode(int frameNumber, motionNode *mn);","Retrieves a motion node comparable to the indicated frame number. The frame number can be from 1 to the max frame in the motion path. This function returns the interpolated motion node if frameNumber lies between keyframes. If the framenumber is greater than the number of frames in the sequence, the information in the last keyframe is returned.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"int","frameNumber","The current frame number." "motion.cpp","motionPath","getNode","int","int motionPath::getNode(int frameNumber, motionNode *mn);","Retrieves a motion node comparable to the indicated frame number. The frame number can be from 1 to the max frame in the motion path. This function returns the interpolated motion node if frameNumber lies between keyframes. If the framenumber is greater than the number of frames in the sequence, the information in the last keyframe is returned.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",2.00,"motionNode *","mn","A motion node. The motion node returned is interpolated if the frameNumber lies between keyframes." "motion.cpp","motionPath ","readMotion","int","int motionPath :: readMotion(char *pathName);","Reads a motion path from the indicated file.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"char *","pathName","The location of the motion path file to read" "motion.cpp","motionNode","read","int","int motionNode::read(char *buffer);","Reads a motionNode from the pathname indicated in buffer.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"char *","buffer","The pathname of the motion file." "motion.cpp","None","getNextMotionLine","char *","char *getNextMotionLine(char *theText, int *lineNumber, ifstream *filein);","Returns the next line of text in a motion file. Comment lines (those beginning with //) are ignored.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","In-Out",1.00,"char *","theText","A character string containing the line retrieved from the shape file." "motion.cpp","None","getNextMotionLine","char *","char *getNextMotionLine(char *theText, int *lineNumber, ifstream *filein);","Returns the next line of text in a motion file. Comment lines (those beginning with //) are ignored.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"int *","lineNumber","The line number. The first line is 1, The returned line number counts blank lines and comments." "motion.cpp","None","getNextMotionLine","char *","char *getNextMotionLine(char *theText, int *lineNumber, ifstream *filein);","Returns the next line of text in a motion file. Comment lines (those beginning with //) are ignored.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",3.00,"ifstream *","filein","pointer to the input file stream" "motion.cpp","None","main","int","int main(void);","Not used.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"void"," ", "motion.cpp","None","motionBlur","int","int motionBlur(char *firstImagePath, char *outputDir, int numFrames,int blurDepth);","Produces a blurred image sequence from an input image sequence. The amount of blurring applied is controlled by the blurDepth setting.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"char *","firstImagePath","Pathname to the first image in the sequence to be blurred. This path is assumed to be the first image in a series of images that use the ICT sequence file naming convention described in the text." "motion.cpp","None","motionBlur","int","int motionBlur(char *firstImagePath, char *outputDir, int numFrames,int blurDepth);","Produces a blurred image sequence from an input image sequence. The amount of blurring applied is controlled by the blurDepth setting.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"char *","outputDir","The directory to contain the output blurred sequence" "motion.cpp","None","motionBlur","int","int motionBlur(char *firstImagePath, char *outputDir, int numFrames,int blurDepth);","Produces a blurred image sequence from an input image sequence. The amount of blurring applied is controlled by the blurDepth setting.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",3.00,"int","numFrames","The number of blurred image frames to produce." "motion.cpp","None","motionBlur","int","int motionBlur(char *firstImagePath, char *outputDir, int numFrames,int blurDepth);","Produces a blurred image sequence from an input image sequence. The amount of blurring applied is controlled by the blurDepth setting.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",4.00,"int","blurDepth","The number of frames on either side (in time) of the current frame that contribute to each blurred output image." "sceneLst.cpp","sceneList","setCurrentModelTransform","void","void sceneList::setCurrentModelTransform(float rx, float ry, float rz,float sx, float sy, float sz, float tx, float ty, float tz);","Set the current model's location and orientation using the indicated rotation, scale and translations.","Not Applicable","Input",1.00,"float","rx","An x axis rotation angle (radians)" "sceneLst.cpp","sceneList","setCurrentModelTransform","void","void sceneList::setCurrentModelTransform(float rx, float ry, float rz,float sx, float sy, float sz, float tx, float ty, float tz);","Set the current model's location and orientation using the indicated rotation, scale and translations.","Not Applicable","Input",2.00,"float","ry","A y axis rotation angle (radians)" "sceneLst.cpp","sceneList","setCurrentModelTransform","void","void sceneList::setCurrentModelTransform(float rx, float ry, float rz,float sx, float sy, float sz, float tx, float ty, float tz);","Set the current model's location and orientation using the indicated rotation, scale and translations.","Not Applicable","Input",3.00,"float","rz","A z axis rotation angle (radians)" "sceneLst.cpp","sceneList","setCurrentModelTransform","void","void sceneList::setCurrentModelTransform(float rx, float ry, float rz,float sx, float sy, float sz, float tx, float ty, float tz);","Set the current model's location and orientation using the indicated rotation, scale and translations.","Not Applicable","Input",4.00,"float","sx","The x axis scale factor" "sceneLst.cpp","sceneList","setCurrentModelTransform","void","void sceneList::setCurrentModelTransform(float rx, float ry, float rz,float sx, float sy, float sz, float tx, float ty, float tz);","Set the current model's location and orientation using the indicated rotation, scale and translations.","Not Applicable","Input",5.00,"float","sy","The y axis scale factor" "sceneLst.cpp","sceneList","setCurrentModelTransform","void","void sceneList::setCurrentModelTransform(float rx, float ry, float rz,float sx, float sy, float sz, float tx, float ty, float tz);","Set the current model's location and orientation using the indicated rotation, scale and translations.","Not Applicable","Input",6.00,"float","sz","The z axis scale factor" "sceneLst.cpp","sceneList","setCurrentModelTransform","void","void sceneList::setCurrentModelTransform(float rx, float ry, float rz,float sx, float sy, float sz, float tx, float ty, float tz);","Set the current model's location and orientation using the indicated rotation, scale and translations.","Not Applicable","Input",7.00,"float","tx","The x axis translation" "sceneLst.cpp","sceneList","setCurrentModelTransform","void","void sceneList::setCurrentModelTransform(float rx, float ry, float rz,float sx, float sy, float sz, float tx, float ty, float tz);","Set the current model's location and orientation using the indicated rotation, scale and translations.","Not Applicable","Input",8.00,"float","ty","The y axis translation" "sceneLst.cpp","sceneList","setCurrentModelTransform","void","void sceneList::setCurrentModelTransform(float rx, float ry, float rz,float sx, float sy, float sz, float tx, float ty, float tz);","Set the current model's location and orientation using the indicated rotation, scale and translations.","Not Applicable","Input",9.00,"float","tz","The z axis translation" "sceneLst.cpp","sceneList","getCurrentModelTransform","void","void sceneList::getCurrentModelTransform(float *rx, float *ry, float *rz,float *sx, float *sy, float *sz, float *tx, float *ty, float *tz);","Retrieve the current model's location and orientation","Not Applicable","Output",1.00,"float *","rx","An x axis rotation angle (radians)" "sceneLst.cpp","sceneList","getCurrentModelTransform","void","void sceneList::getCurrentModelTransform(float *rx, float *ry, float *rz,float *sx, float *sy, float *sz, float *tx, float *ty, float *tz);","Retrieve the current model's location and orientation","Not Applicable","Output",2.00,"float *","ry","A y axis rotation angle (radians)" "sceneLst.cpp","sceneList","getCurrentModelTransform","void","void sceneList::getCurrentModelTransform(float *rx, float *ry, float *rz,float *sx, float *sy, float *sz, float *tx, float *ty, float *tz);","Retrieve the current model's location and orientation","Not Applicable","Output",3.00,"float *","rz","A z axis rotation angle (radians)" "sceneLst.cpp","sceneList","getCurrentModelTransform","void","void sceneList::getCurrentModelTransform(float *rx, float *ry, float *rz,float *sx, float *sy, float *sz, float *tx, float *ty, float *tz);","Retrieve the current model's location and orientation","Not Applicable","Output",4.00,"float *","sx","The x axis scale factor" "sceneLst.cpp","sceneList","getCurrentModelTransform","void","void sceneList::getCurrentModelTransform(float *rx, float *ry, float *rz,float *sx, float *sy, float *sz, float *tx, float *ty, float *tz);","Retrieve the current model's location and orientation","Not Applicable","Output",5.00,"float *","sy","The y axis scale factor" "sceneLst.cpp","sceneList","getCurrentModelTransform","void","void sceneList::getCurrentModelTransform(float *rx, float *ry, float *rz,float *sx, float *sy, float *sz, float *tx, float *ty, float *tz);","Retrieve the current model's location and orientation","Not Applicable","Output",6.00,"float *","sz","The z axis scale factor" "sceneLst.cpp","sceneList","getCurrentModelTransform","void","void sceneList::getCurrentModelTransform(float *rx, float *ry, float *rz,float *sx, float *sy, float *sz, float *tx, float *ty, float *tz);","Retrieve the current model's location and orientation","Not Applicable","Output",7.00,"float *","tx","The x axis translation" "sceneLst.cpp","sceneList","getCurrentModelTransform","void","void sceneList::getCurrentModelTransform(float *rx, float *ry, float *rz,float *sx, float *sy, float *sz, float *tx, float *ty, float *tz);","Retrieve the current model's location and orientation","Not Applicable","Output",8.00,"float *","ty","The y axis translation" "sceneLst.cpp","sceneList","getCurrentModelTransform","void","void sceneList::getCurrentModelTransform(float *rx, float *ry, float *rz,float *sx, float *sy, float *sz, float *tx, float *ty, float *tz);","Retrieve the current model's location and orientation","Not Applicable","Output",9.00,"float *","tz","The z axis translation" "sceneLst.cpp","sceneList","readList","int","int sceneList::readList(char *errorText, char *pathName);","Read a scene list, parse it, and create a corresponding sceneList linked list.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",1.00,"char *","errorText","A message indicating the result of the parse." "sceneLst.cpp","sceneList","readList","int","int sceneList::readList(char *errorText, char *pathName);","Read a scene list, parse it, and create a corresponding sceneList linked list.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"char *","pathName","The location of the scene file to read" "sceneLst.cpp","sceneList","showModels","void","void sceneList::showModels(CComboBox *theCombo);","Displays the list of model names in a scene list in the indicated combo box.","Not Applicable","Input",1.00,"CComboBox *","theCombo","Pointer to a Combo box." "sceneLst.cpp","sceneList","getSceneInfo","int","int sceneList::getSceneInfo(char *name, int *type,int *cMode, int *outRows, int *outCols);","Returns information about the effect described in the scene list.","Returns information about the effect described in the scene list.","Output",1.00,"char *","name","The name of the effect" "sceneLst.cpp","sceneList","getSceneInfo","int","int sceneList::getSceneInfo(char *name, int *type,int *cMode, int *outRows, int *outCols);","Returns information about the effect described in the scene list.","Returns information about the effect described in the scene list.","Output",2.00,"int *","type","The type of effect to be created (Examples: STILL, SEQUENCE)" "sceneLst.cpp","sceneList","getSceneInfo","int","int sceneList::getSceneInfo(char *name, int *type,int *cMode, int *outRows, int *outCols);","Returns information about the effect described in the scene list.","Returns information about the effect described in the scene list.","Output",3.00,"int *","cMode","The color mode: COLOR or MONOCHROME" "sceneLst.cpp","sceneList","getSceneInfo","int","int sceneList::getSceneInfo(char *name, int *type,int *cMode, int *outRows, int *outCols);","Returns information about the effect described in the scene list.","Returns information about the effect described in the scene list.","Output",4.00,"int *","outRows","The height of the output image (y dimension)" "sceneLst.cpp","sceneList","getSceneInfo","int","int sceneList::getSceneInfo(char *name, int *type,int *cMode, int *outRows, int *outCols);","Returns information about the effect described in the scene list.","Returns information about the effect described in the scene list.","Output",5.00,"int *","outCols","The width of the output image (x dimension)" "sceneLst.cpp","sceneList","setSceneOutImageSize","int","int sceneList::setSceneOutImageSize(int outRows, int outCols);","Sets the size of the image or images to be produced.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"int","outRows","The height of the output image in pixels" "sceneLst.cpp","sceneList","setSceneOutImageSize","int","int sceneList::setSceneOutImageSize(int outRows, int outCols);","Sets the size of the image or images to be produced.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"int","outCols","The width of the output image (x dimension)" "sceneLst.cpp","sceneList","getViewTransform","int","int sceneList::getViewTransform(float *viewX, float *viewY, float *viewZ,float *rotateX, float *rotateY, float *rotateZ);","Retrieves the viewpoint (camera) relative location and orientation.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",1.00,"float *","viewX","The viewpoint x coordinate" "sceneLst.cpp","sceneList","getViewTransform","int","int sceneList::getViewTransform(float *viewX, float *viewY, float *viewZ,float *rotateX, float *rotateY, float *rotateZ);","Retrieves the viewpoint (camera) relative location and orientation.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",2.00,"float *","viewY","The viewpoint y coordinate" "sceneLst.cpp","sceneList","getViewTransform","int","int sceneList::getViewTransform(float *viewX, float *viewY, float *viewZ,float *rotateX, float *rotateY, float *rotateZ);","Retrieves the viewpoint (camera) relative location and orientation.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",3.00,"float *","viewZ","The viewpoint z coordinate" "sceneLst.cpp","sceneList","getViewTransform","int","int sceneList::getViewTransform(float *viewX, float *viewY, float *viewZ,float *rotateX, float *rotateY, float *rotateZ);","Retrieves the viewpoint (camera) relative location and orientation.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",4.00,"float *","rotateX","x axis rotation angle" "sceneLst.cpp","sceneList","getViewTransform","int","int sceneList::getViewTransform(float *viewX, float *viewY, float *viewZ,float *rotateX, float *rotateY, float *rotateZ);","Retrieves the viewpoint (camera) relative location and orientation.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",5.00,"float *","rotateY","y axis rotation angle" "sceneLst.cpp","sceneList","getViewTransform","int","int sceneList::getViewTransform(float *viewX, float *viewY, float *viewZ,float *rotateX, float *rotateY, float *rotateZ);","Retrieves the viewpoint (camera) relative location and orientation.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",6.00,"float *","rotateZ","z axis rotation angle" "sceneLst.cpp","sceneList","setViewTransform","int","int sceneList::setViewTransform(float viewX, float viewY, float viewZ,float rotateX, float rotateY, float rotateZ);","Sets the viewpoint (camera) relative location and orientation.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"float","viewX","The viewpoint x coordinate" "sceneLst.cpp","sceneList","setViewTransform","int","int sceneList::setViewTransform(float viewX, float viewY, float viewZ,float rotateX, float rotateY, float rotateZ);","Sets the viewpoint (camera) relative location and orientation.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"float","viewY","The viewpoint y coordinate" "sceneLst.cpp","sceneList","setViewTransform","int","int sceneList::setViewTransform(float viewX, float viewY, float viewZ,float rotateX, float rotateY, float rotateZ);","Sets the viewpoint (camera) relative location and orientation.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",3.00,"float","viewZ","The viewpoint z coordinate" "sceneLst.cpp","sceneList","setViewTransform","int","int sceneList::setViewTransform(float viewX, float viewY, float viewZ,float rotateX, float rotateY, float rotateZ);","Sets the viewpoint (camera) relative location and orientation.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",4.00,"float","rotateX","x axis rotation angle" "sceneLst.cpp","sceneList","setViewTransform","int","int sceneList::setViewTransform(float viewX, float viewY, float viewZ,float rotateX, float rotateY, float rotateZ);","Sets the viewpoint (camera) relative location and orientation.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",5.00,"float","rotateY","y axis rotation angle" "sceneLst.cpp","sceneList","setViewTransform","int","int sceneList::setViewTransform(float viewX, float viewY, float viewZ,float rotateX, float rotateY, float rotateZ);","Sets the viewpoint (camera) relative location and orientation.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",6.00,"float","rotateZ","z axis rotation angle" "sceneLst.cpp","sceneList","getViewPoint","int","int sceneList::getViewPoint(float *viewX, float *viewY, float *viewZ,float *rotateX, float *rotateY, float *rotateZ);","Retrieves the current viewpoint (camera) location and orientation. This is determined by adding the viewpoint relative location and orientation to the default camera location of (0,0, 512).","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",1.00,"float *","viewX","The viewpoint x coordinate" "sceneLst.cpp","sceneList","getViewPoint","int","int sceneList::getViewPoint(float *viewX, float *viewY, float *viewZ,float *rotateX, float *rotateY, float *rotateZ);","Retrieves the current viewpoint (camera) location and orientation. This is determined by adding the viewpoint relative location and orientation to the default camera location of (0,0, 512).","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",2.00,"float *","viewY","The viewpoint y coordinate" "sceneLst.cpp","sceneList","getViewPoint","int","int sceneList::getViewPoint(float *viewX, float *viewY, float *viewZ,float *rotateX, float *rotateY, float *rotateZ);","Retrieves the current viewpoint (camera) location and orientation. This is determined by adding the viewpoint relative location and orientation to the default camera location of (0,0, 512).","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",3.00,"float *","viewZ","The viewpoint z coordinate" "sceneLst.cpp","sceneList","getViewPoint","int","int sceneList::getViewPoint(float *viewX, float *viewY, float *viewZ,float *rotateX, float *rotateY, float *rotateZ);","Retrieves the current viewpoint (camera) location and orientation. This is determined by adding the viewpoint relative location and orientation to the default camera location of (0,0, 512).","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",4.00,"float *","rotateX","x axis rotation angle" "sceneLst.cpp","sceneList","getViewPoint","int","int sceneList::getViewPoint(float *viewX, float *viewY, float *viewZ,float *rotateX, float *rotateY, float *rotateZ);","Retrieves the current viewpoint (camera) location and orientation. This is determined by adding the viewpoint relative location and orientation to the default camera location of (0,0, 512).","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",5.00,"float *","rotateY","y axis rotation angle" "sceneLst.cpp","sceneList","getViewPoint","int","int sceneList::getViewPoint(float *viewX, float *viewY, float *viewZ,float *rotateX, float *rotateY, float *rotateZ);","Retrieves the current viewpoint (camera) location and orientation. This is determined by adding the viewpoint relative location and orientation to the default camera location of (0,0, 512).","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",6.00,"float *","rotateZ","z axis rotation angle" "sceneLst.cpp","sceneList","writeList","int","int sceneList::writeList(char *errorText, char *fileName);","Saves the contents of the scene List to a scene file.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","In-Out",1.00,"char *","errorText","Contains a status message resulting from the save operation." "sceneLst.cpp","sceneList","writeList","int","int sceneList::writeList(char *errorText, char *fileName);","Saves the contents of the scene List to a scene file.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"char *","fileName","Name of the scene file to be created." "sceneLst.cpp","sceneList","preview","int","int sceneList::preview(HWND theWindow, tMatrix *modelMatrix, tMatrix *viewMatrix);","Previews the contents of a scene list by drawing wireframes of each model in the scene list.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"HWND","theWindow","Handle to the GDI window in which to draw the preview." "sceneLst.cpp","sceneList","preview","int","int sceneList::preview(HWND theWindow, tMatrix *modelMatrix, tMatrix *viewMatrix);","Previews the contents of a scene list by drawing wireframes of each model in the scene list.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"tMatrix *","modelMatrix","A perspective matrix containing the model location and orientation" "sceneLst.cpp","sceneList","preview","int","int sceneList::preview(HWND theWindow, tMatrix *modelMatrix, tMatrix *viewMatrix);","Previews the contents of a scene list by drawing wireframes of each model in the scene list.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",3.00,"tMatrix *","viewMatrix","The matrix containing the viewer location and orientation" "sceneLst.cpp","sceneList","previewStill","int","int sceneList::previewStill(HWND theWindow, tMatrix *modelMatrix,tMatrix *viewMatrix);","Previews the contents of a scene list by drawing wireframes of each model in the scene list. This version previews still image effects. It is slightly different from member function preview in that it does not use a memory dc (used to produce smooth animation of previewed sequences) and the model names are drawn in red, not black.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"HWND","theWindow","Handle to the GDI window in which to draw the preview." "sceneLst.cpp","sceneList","previewStill","int","int sceneList::previewStill(HWND theWindow, tMatrix *modelMatrix,tMatrix *viewMatrix);","Previews the contents of a scene list by drawing wireframes of each model in the scene list. This version previews still image effects. It is slightly different from member function preview in that it does not use a memory dc (used to produce smooth animation of previewed sequences) and the model names are drawn in red, not black.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"tMatrix *","modelMatrix","A perspective matrix containing the model location and orientation" "sceneLst.cpp","sceneList","previewStill","int","int sceneList::previewStill(HWND theWindow, tMatrix *modelMatrix,tMatrix *viewMatrix);","Previews the contents of a scene list by drawing wireframes of each model in the scene list. This version previews still image effects. It is slightly different from member function preview in that it does not use a memory dc (used to produce smooth animation of previewed sequences) and the model names are drawn in red, not black.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",3.00,"tMatrix *","viewMatrix","The matrix containing the viewer location and orientation" "sceneLst.cpp","sceneList","render","int","int sceneList::render(imageView *displayWindow, tMatrix *viewMatrix,int depthSortingEnabled, int zBufferEnabled, int antiAliasEnabled,int hazeFogEnabled);","Render an effect by rendering all the models in the scene list.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"imageView *","displayWindow","The image in which to display the rendered output" "sceneLst.cpp","sceneList","render","int","int sceneList::render(imageView *displayWindow, tMatrix *viewMatrix,int depthSortingEnabled, int zBufferEnabled, int antiAliasEnabled,int hazeFogEnabled);","Render an effect by rendering all the models in the scene list.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"tMatrix *","viewMatrix","The matrix containing the viewer location and orientation" "sceneLst.cpp","sceneList","render","int","int sceneList::render(imageView *displayWindow, tMatrix *viewMatrix,int depthSortingEnabled, int zBufferEnabled, int antiAliasEnabled,int hazeFogEnabled);","Render an effect by rendering all the models in the scene list.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",3.00,"int","depthSortingEnabled","TRUE if depth sorting is enabled during effect rendering, else FALSE. If FALSE, models are rendered in the order in which they appear in the scene file." "sceneLst.cpp","sceneList","render","int","int sceneList::render(imageView *displayWindow, tMatrix *viewMatrix,int depthSortingEnabled, int zBufferEnabled, int antiAliasEnabled,int hazeFogEnabled);","Render an effect by rendering all the models in the scene list.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",4.00,"int","zBufferEnabled","TRUE if Z buffer is enabled, otherwise FALSE" "sceneLst.cpp","sceneList","render","int","int sceneList::render(imageView *displayWindow, tMatrix *viewMatrix,int depthSortingEnabled, int zBufferEnabled, int antiAliasEnabled,int hazeFogEnabled);","Render an effect by rendering all the models in the scene list.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",5.00,"int","antiAliasEnabled","True if anti-aliasing is to be applied to each output image." "sceneLst.cpp","sceneList","render","int","int sceneList::render(imageView *displayWindow, tMatrix *viewMatrix,int depthSortingEnabled, int zBufferEnabled, int antiAliasEnabled,int hazeFogEnabled);","Render an effect by rendering all the models in the scene list.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",6.00,"int","hazeFogEnabled","Not used" "sceneLst.cpp","None","getSequenceFileName","void","void getSequenceFileName(char *theInputPath, int frameCounter);","Constructs a sequence file name from the input image pathname and the current frame counter. The new filename is returned in theInputPath.","Not Applicable","In-Out",1.00,"char *","theInputPath","Contains both the input path and the returned output pathname." "sceneLst.cpp","None","getSequenceFileName","void","void getSequenceFileName(char *theInputPath, int frameCounter);","Constructs a sequence file name from the input image pathname and the current frame counter. The new filename is returned in theInputPath.","Not Applicable","Input",2.00,"int","frameCounter","The current frame number." "sceneLst.cpp","None","getFileName","void","void getFileName(char *outputFileName, char *prefix, int counter,int theColor);","Constructs a filename from a pathname prefix, a frame counter, and a color indicator.","Not Applicable","Output",1.00,"char *","outputFileName","The output pathname" "sceneLst.cpp","None","getFileName","void","void getFileName(char *outputFileName, char *prefix, int counter,int theColor);","Constructs a filename from a pathname prefix, a frame counter, and a color indicator.","Not Applicable","Input",2.00,"char *","prefix","The filename prefix. This can be an absolute pathname." "sceneLst.cpp","None","getFileName","void","void getFileName(char *outputFileName, char *prefix, int counter,int theColor);","Constructs a filename from a pathname prefix, a frame counter, and a color indicator.","Not Applicable","Input",3.00,"int","counter","a frame counter" "sceneLst.cpp","None","getFileName","void","void getFileName(char *outputFileName, char *prefix, int counter,int theColor);","Constructs a filename from a pathname prefix, a frame counter, and a color indicator.","Not Applicable","Input",4.00,"int","theColor","RED, GREEN, or BLUE" "sceneLst.cpp","None","appendFileName","void","void appendFileName(char *outputFileName, char *prefix,char *suffix);","Constructs a pathname by concatenating the prefix and suffix strings.","Not Applicable","Output",1.00,"char *","outputFileName","The returned filename. Prefix and suffix are concatenated to produce the result." "sceneLst.cpp","None","appendFileName","void","void appendFileName(char *outputFileName, char *prefix,char *suffix);","Constructs a pathname by concatenating the prefix and suffix strings.","Not Applicable","Input",2.00,"char *","prefix","The filename prefix" "sceneLst.cpp","None","appendFileName","void","void appendFileName(char *outputFileName, char *prefix,char *suffix);","Constructs a pathname by concatenating the prefix and suffix strings.","Not Applicable","Input",3.00,"char *","suffix","The filename suffix. Example: A single letter such as 'a' for alpha image." "sceneLst.cpp","None","constructPathName","void","void constructPathName(char *outPath, char *inPath, char lastLetter);","The output pathname is constructed by appending the lasLetter character to the inPath.","Not Applicable","Output",1.00,"char *","outPath","The output pathname. LastLetter is appended to the inPath." "sceneLst.cpp","None","constructPathName","void","void constructPathName(char *outPath, char *inPath, char lastLetter);","The output pathname is constructed by appending the lasLetter character to the inPath.","Not Applicable","Input",2.00,"char *","inPath","The input image pathname" "sceneLst.cpp","None","constructPathName","void","void constructPathName(char *outPath, char *inPath, char lastLetter);","The output pathname is constructed by appending the lasLetter character to the inPath.","Not Applicable","Input",3.00,"char","lastLetter","The last letter of the path." "sceneLst.cpp","sceneList","adjustTransforms","void","void sceneList::adjustTransforms(int effectType, sceneElement *theModel,motionNode *aMotion, bundle *xfrm);","Model locations and orientations can come from two potential sources. If the model is moving, the location and orientation information come from the motion file. If the model is not moving, its location and orientation come from the scene file. Function adjustTransforms determines where a model's location and orientation information reside and copies them into the bundle object xfrm.","Not Applicable","Input",1.00,"int","effectType","The type of effect being produced. Example values: STILL, SEQUENCE" "sceneLst.cpp","sceneList","adjustTransforms","void","void sceneList::adjustTransforms(int effectType, sceneElement *theModel,motionNode *aMotion, bundle *xfrm);","Model locations and orientations can come from two potential sources. If the model is moving, the location and orientation information come from the motion file. If the model is not moving, its location and orientation come from the scene file. Function adjustTransforms determines where a model's location and orientation information reside and copies them into the bundle object xfrm.","Not Applicable","Input",2.00,"sceneElement *","theModel","Pointer to the current model." "sceneLst.cpp","sceneList","adjustTransforms","void","void sceneList::adjustTransforms(int effectType, sceneElement *theModel,motionNode *aMotion, bundle *xfrm);","Model locations and orientations can come from two potential sources. If the model is moving, the location and orientation information come from the motion file. If the model is not moving, its location and orientation come from the scene file. Function adjustTransforms determines where a model's location and orientation information reside and copies them into the bundle object xfrm.","Not Applicable","Input",3.00,"motionNode *","aMotion","Pointer to a motion node structure" "sceneLst.cpp","sceneList","adjustTransforms","void","void sceneList::adjustTransforms(int effectType, sceneElement *theModel,motionNode *aMotion, bundle *xfrm);","Model locations and orientations can come from two potential sources. If the model is moving, the location and orientation information come from the motion file. If the model is not moving, its location and orientation come from the scene file. Function adjustTransforms determines where a model's location and orientation information reside and copies them into the bundle object xfrm.","Not Applicable","In-Out",4.00,"bundle *","xfrm","Contains the adjusted model location and orientation" "sceneLst.cpp","sceneList","getViewMatrix","void","void sceneList::getViewMatrix(tMatrix *viewMatrix, int frameCounter, scene *theScene);","Returns the scene list view matrix. This is the perspective transformation corresponding to the camera's current location and orientation. If the camera moves during the effect, this function retrieves the camera location and orientation for the current frame from the appropriate motion file.","Not Applicable","Output",1.00,"tMatrix *","viewMatrix","The matrix containing the viewer location and orientation" "sceneLst.cpp","sceneList","getViewMatrix","void","void sceneList::getViewMatrix(tMatrix *viewMatrix, int frameCounter, scene *theScene);","Returns the scene list view matrix. This is the perspective transformation corresponding to the camera's current location and orientation. If the camera moves during the effect, this function retrieves the camera location and orientation for the current frame from the appropriate motion file.","Not Applicable","Input",2.00,"int","frameCounter","The current frame number." "sceneLst.cpp","sceneList","getViewMatrix","void","void sceneList::getViewMatrix(tMatrix *viewMatrix, int frameCounter, scene *theScene);","Returns the scene list view matrix. This is the perspective transformation corresponding to the camera's current location and orientation. If the camera moves during the effect, this function retrieves the camera location and orientation for the current frame from the appropriate motion file.","Not Applicable","Input",3.00,"scene *","theScene","Pointer to the scene object containing the present viewpoint location and orientation." "sceneLst.cpp","None","checkFor3","int","int checkFor3(char *aString);","Used during parsing of a scene file. Checks for three integers or floating point numbers separated by spaces. Returns True if the test is successful. False is returned if the test is not successful.","Returns True if the test is successful. False is returned if the test is not successful.","Input",1.00,"char *","aString","A character string containing the set of 3 numbers to be checked." "sceneLst.cpp","sceneList","calcCompoundModelRefPoint","int","int sceneList::calcCompoundModelRefPoint(sceneElement *theModel, int outputRows, int outputColumns,float *cmCentroidX, float *cmCentroidY, float *cmCentroidZ);","Not used","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"sceneElement *","theModel","Current model name" "sceneLst.cpp","sceneList","calcCompoundModelRefPoint","int","int sceneList::calcCompoundModelRefPoint(sceneElement *theModel, int outputRows, int outputColumns,float *cmCentroidX, float *cmCentroidY, float *cmCentroidZ);","Not used","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"int","outputRows","The number of rows in the output image" "sceneLst.cpp","sceneList","calcCompoundModelRefPoint","int","int sceneList::calcCompoundModelRefPoint(sceneElement *theModel, int outputRows, int outputColumns,float *cmCentroidX, float *cmCentroidY, float *cmCentroidZ);","Not used","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",3.00,"int","outputColumns","The number of columns in the output image" "sceneLst.cpp","sceneList","calcCompoundModelRefPoint","int","int sceneList::calcCompoundModelRefPoint(sceneElement *theModel, int outputRows, int outputColumns,float *cmCentroidX, float *cmCentroidY, float *cmCentroidZ);","Not used","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",4.00,"float *","cmCentroidX","Centroid x of the compound model" "sceneLst.cpp","sceneList","calcCompoundModelRefPoint","int","int sceneList::calcCompoundModelRefPoint(sceneElement *theModel, int outputRows, int outputColumns,float *cmCentroidX, float *cmCentroidY, float *cmCentroidZ);","Not used","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",5.00,"float *","cmCentroidY","Centroid y of the compound model" "sceneLst.cpp","sceneList","calcCompoundModelRefPoint","int","int sceneList::calcCompoundModelRefPoint(sceneElement *theModel, int outputRows, int outputColumns,float *cmCentroidX, float *cmCentroidY, float *cmCentroidZ);","Not used","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",6.00,"float *","cmCentroidZ","Centroid z of the compound model" "tMatrix.cpp","tMatrix","multiply","void","void tMatrix::multiply(tMatrix *matrix1, tMatrix *matrix2);","Multiply two tMatrix objects.","Not Applicable","Input",1.00,"tMatrix *","matrix1","tMatrix 1" "tMatrix.cpp","tMatrix","multiply","void","void tMatrix::multiply(tMatrix *matrix1, tMatrix *matrix2);","Multiply two tMatrix objects.","Not Applicable","Input",2.00,"tMatrix *","matrix2","tMatrix 2" "tMatrix.cpp","tMatrix","copy","void","void tMatrix::copy(tMatrix *matrix);","Copies a tMatrix object.","Not Applicable","Input",1.00,"tMatrix *","matrix","The tMatrix object that receives the data from the this object." "tMatrix.cpp","tMatrix","scale","void","void tMatrix::scale(float sx, float sy, float sz);","Composite a scaling operation into the tMatrix","Not Applicable","Input",1.00,"float","sx","x axis scale factor" "tMatrix.cpp","tMatrix","scale","void","void tMatrix::scale(float sx, float sy, float sz);","Composite a scaling operation into the tMatrix","Not Applicable","Input",2.00,"float","sy","y axis scale factor" "tMatrix.cpp","tMatrix","scale","void","void tMatrix::scale(float sx, float sy, float sz);","Composite a scaling operation into the tMatrix","Not Applicable","Input",3.00,"float","sz","z axis scale factor" "tMatrix.cpp","tMatrix","translate","void","void tMatrix::translate(float tx, float ty, float tz);","Composite a translation into the tMatrix","Not Applicable","Input",1.00,"float","tx","x axis translation" "tMatrix.cpp","tMatrix","translate","void","void tMatrix::translate(float tx, float ty, float tz);","Composite a translation into the tMatrix","Not Applicable","Input",2.00,"float","ty","y axis translation" "tMatrix.cpp","tMatrix","translate","void","void tMatrix::translate(float tx, float ty, float tz);","Composite a translation into the tMatrix","Not Applicable","Input",3.00,"float","tz","z axis translation" "tMatrix.cpp","tMatrix","rotate","void","void tMatrix::rotate(float rx,float ry,float rz);","Composite a rotation into the tMatrix","Not Applicable","Input",1.00,"float","rx","An x axis rotation angle (radians)" "tMatrix.cpp","tMatrix","rotate","void","void tMatrix::rotate(float rx,float ry,float rz);","Composite a rotation into the tMatrix","Not Applicable","Input",2.00,"float","ry","A y axis rotation angle (radians)" "tMatrix.cpp","tMatrix","rotate","void","void tMatrix::rotate(float rx,float ry,float rz);","Composite a rotation into the tMatrix","Not Applicable","Input",3.00,"float","rz","A z axis rotation angle (radians)" "tMatrix.cpp","None","matmult","void","void matmult(float result[4][4],float mat1[4][4],float mat2[4][4]);","Multiplies matrix1 by matrix 2.","Not Applicable","Output",1.00,"float","result[4][4]","The result matrix" "tMatrix.cpp","None","matmult","void","void matmult(float result[4][4],float mat1[4][4],float mat2[4][4]);","Multiplies matrix1 by matrix 2.","Not Applicable","Input",2.00,"float","mat1[4][4]","The multiplier matrix" "tMatrix.cpp","None","matmult","void","void matmult(float result[4][4],float mat1[4][4],float mat2[4][4]);","Multiplies matrix1 by matrix 2.","Not Applicable","Input",3.00,"float","mat2[4][4]","The multiplicand matrix" "tMatrix.cpp","None","matcopy","void","void matcopy(float dest[4][4],float source[4][4]);","Copies the source matrix into the destination matrix.","Not Applicable","Output",1.00,"float","dest[4][4]","The destination matrix." "tMatrix.cpp","None","matcopy","void","void matcopy(float dest[4][4],float source[4][4]);","Copies the source matrix into the destination matrix.","Not Applicable","Input",2.00,"float","source[4][4]","The source matrix." "tMatrix.cpp","tMatrix","transformPoint","void","void tMatrix::transformPoint(float xIn, float yIn, float zIn, float *xOut,float *yOut, float *zOut);","Apply the tMatrix transform to the input coordinate to produce a transformed coordinate.","Not Applicable","Input",1.00,"float","xIn","Input x coordinate" "tMatrix.cpp","tMatrix","transformPoint","void","void tMatrix::transformPoint(float xIn, float yIn, float zIn, float *xOut,float *yOut, float *zOut);","Apply the tMatrix transform to the input coordinate to produce a transformed coordinate.","Not Applicable","Input",2.00,"float","yIn","Input y coordinate" "tMatrix.cpp","tMatrix","transformPoint","void","void tMatrix::transformPoint(float xIn, float yIn, float zIn, float *xOut,float *yOut, float *zOut);","Apply the tMatrix transform to the input coordinate to produce a transformed coordinate.","Not Applicable","Input",3.00,"float","zIn","Input z coordinate" "tMatrix.cpp","tMatrix","transformPoint","void","void tMatrix::transformPoint(float xIn, float yIn, float zIn, float *xOut,float *yOut, float *zOut);","Apply the tMatrix transform to the input coordinate to produce a transformed coordinate.","Not Applicable","Output",4.00,"float *","xOut","Transformed x coordinate" "tMatrix.cpp","tMatrix","transformPoint","void","void tMatrix::transformPoint(float xIn, float yIn, float zIn, float *xOut,float *yOut, float *zOut);","Apply the tMatrix transform to the input coordinate to produce a transformed coordinate.","Not Applicable","Output",5.00,"float *","yOut","Transformed y coordinate" "tMatrix.cpp","tMatrix","transformPoint","void","void tMatrix::transformPoint(float xIn, float yIn, float zIn, float *xOut,float *yOut, float *zOut);","Apply the tMatrix transform to the input coordinate to produce a transformed coordinate.","Not Applicable","Output",6.00,"float *","zOut","Transformed z coordinate" "tMatrix.cpp","tMatrix","transformPoint1","void","void tMatrix::transformPoint1(point3d *in, point3d *out);","Apply the tMatrix transform to the input coordinate to produce a transformed coordinate.","Not Applicable","Input",1.00,"point3d *","in","Input coordinate" "tMatrix.cpp","tMatrix","transformPoint1","void","void tMatrix::transformPoint1(point3d *in, point3d *out);","Apply the tMatrix transform to the input coordinate to produce a transformed coordinate.","Not Applicable","Input",2.00,"point3d *","out","Output coordinate" "tMatrix.cpp","tMatrix","display","void","void tMatrix::display(char *heading);","Display a tMatrix to the ICT log.","Not Applicable","Input",1.00,"char *","heading","Message to be displayed prior to display of tMatrix contents." "tMatrix.cpp","tMatrix","transformAndProjectPoint","void","void tMatrix::transformAndProjectPoint(float x, float y, float z, int *sx,int *sy, float refX, float refY, float refZ,int outHeight, int outWidth,float *tx, float *ty, float *tz);","Transforms and projects the input point to the view screen. The point is translated to the reference point before the transformation is applied.","Not Applicable","Input",1.00,"float","x","x coordinate" "tMatrix.cpp","tMatrix","transformAndProjectPoint","void","void tMatrix::transformAndProjectPoint(float x, float y, float z, int *sx,int *sy, float refX, float refY, float refZ,int outHeight, int outWidth,float *tx, float *ty, float *tz);","Transforms and projects the input point to the view screen. The point is translated to the reference point before the transformation is applied.","Not Applicable","Input",2.00,"float","y","y coordinate" "tMatrix.cpp","tMatrix","transformAndProjectPoint","void","void tMatrix::transformAndProjectPoint(float x, float y, float z, int *sx,int *sy, float refX, float refY, float refZ,int outHeight, int outWidth,float *tx, float *ty, float *tz);","Transforms and projects the input point to the view screen. The point is translated to the reference point before the transformation is applied.","Not Applicable","Input",3.00,"float","z","z coordinate" "tMatrix.cpp","tMatrix","transformAndProjectPoint","void","void tMatrix::transformAndProjectPoint(float x, float y, float z, int *sx,int *sy, float refX, float refY, float refZ,int outHeight, int outWidth,float *tx, float *ty, float *tz);","Transforms and projects the input point to the view screen. The point is translated to the reference point before the transformation is applied.","Not Applicable","Output",4.00,"int *","sx","The screen x coordinate (projected)" "tMatrix.cpp","tMatrix","transformAndProjectPoint","void","void tMatrix::transformAndProjectPoint(float x, float y, float z, int *sx,int *sy, float refX, float refY, float refZ,int outHeight, int outWidth,float *tx, float *ty, float *tz);","Transforms and projects the input point to the view screen. The point is translated to the reference point before the transformation is applied.","Not Applicable","Output",5.00,"int *","sy","The screen y coordinate (projected)" "tMatrix.cpp","tMatrix","transformAndProjectPoint","void","void tMatrix::transformAndProjectPoint(float x, float y, float z, int *sx,int *sy, float refX, float refY, float refZ,int outHeight, int outWidth,float *tx, float *ty, float *tz);","Transforms and projects the input point to the view screen. The point is translated to the reference point before the transformation is applied.","Not Applicable","Input",6.00,"float","refX","x axis reference point (world coord. system)" "tMatrix.cpp","tMatrix","transformAndProjectPoint","void","void tMatrix::transformAndProjectPoint(float x, float y, float z, int *sx,int *sy, float refX, float refY, float refZ,int outHeight, int outWidth,float *tx, float *ty, float *tz);","Transforms and projects the input point to the view screen. The point is translated to the reference point before the transformation is applied.","Not Applicable","Input",7.00,"float","refY","y axis reference point (world coord. system)" "tMatrix.cpp","tMatrix","transformAndProjectPoint","void","void tMatrix::transformAndProjectPoint(float x, float y, float z, int *sx,int *sy, float refX, float refY, float refZ,int outHeight, int outWidth,float *tx, float *ty, float *tz);","Transforms and projects the input point to the view screen. The point is translated to the reference point before the transformation is applied.","Not Applicable","Input",8.00,"float","refZ","z axis reference point (world coord. system)" "tMatrix.cpp","tMatrix","transformAndProjectPoint","void","void tMatrix::transformAndProjectPoint(float x, float y, float z, int *sx,int *sy, float refX, float refY, float refZ,int outHeight, int outWidth,float *tx, float *ty, float *tz);","Transforms and projects the input point to the view screen. The point is translated to the reference point before the transformation is applied.","Not Applicable","Input",9.00,"int","outHeight","The height of the output image in pixels" "tMatrix.cpp","tMatrix","transformAndProjectPoint","void","void tMatrix::transformAndProjectPoint(float x, float y, float z, int *sx,int *sy, float refX, float refY, float refZ,int outHeight, int outWidth,float *tx, float *ty, float *tz);","Transforms and projects the input point to the view screen. The point is translated to the reference point before the transformation is applied.","Not Applicable","Input",10.00,"int","outWidth","The width of the output image in pixels" "tMatrix.cpp","tMatrix","transformAndProjectPoint","void","void tMatrix::transformAndProjectPoint(float x, float y, float z, int *sx,int *sy, float refX, float refY, float refZ,int outHeight, int outWidth,float *tx, float *ty, float *tz);","Transforms and projects the input point to the view screen. The point is translated to the reference point before the transformation is applied.","Not Applicable","Output",11.00,"float *","tx","The transformed x coordinate (world coord system)" "tMatrix.cpp","tMatrix","transformAndProjectPoint","void","void tMatrix::transformAndProjectPoint(float x, float y, float z, int *sx,int *sy, float refX, float refY, float refZ,int outHeight, int outWidth,float *tx, float *ty, float *tz);","Transforms and projects the input point to the view screen. The point is translated to the reference point before the transformation is applied.","Not Applicable","Output",12.00,"float *","ty","The transformed y coordinate (world coord system)" "tMatrix.cpp","tMatrix","transformAndProjectPoint","void","void tMatrix::transformAndProjectPoint(float x, float y, float z, int *sx,int *sy, float refX, float refY, float refZ,int outHeight, int outWidth,float *tx, float *ty, float *tz);","Transforms and projects the input point to the view screen. The point is translated to the reference point before the transformation is applied.","Not Applicable","Output",13.00,"float *","tz","The transformed z coordinate (world coord system)" "tMatrix.cpp","tMatrix","transformAndProjectPoint1","void","void tMatrix::transformAndProjectPoint1(point3d *p, point2d *s, point3d *ref,int outHeight, int outWidth, point3d *t);","Transforms and projects the input point to the view screen. The point is translated to the reference point before the transformation is applied.","Not Applicable","Input",1.00,"point3d *","p","The input point" "tMatrix.cpp","tMatrix","transformAndProjectPoint1","void","void tMatrix::transformAndProjectPoint1(point3d *p, point2d *s, point3d *ref,int outHeight, int outWidth, point3d *t);","Transforms and projects the input point to the view screen. The point is translated to the reference point before the transformation is applied.","Not Applicable","Output",2.00,"point2d *","s","The projected screen coordinates" "tMatrix.cpp","tMatrix","transformAndProjectPoint1","void","void tMatrix::transformAndProjectPoint1(point3d *p, point2d *s, point3d *ref,int outHeight, int outWidth, point3d *t);","Transforms and projects the input point to the view screen. The point is translated to the reference point before the transformation is applied.","Not Applicable","Input",3.00,"point3d *","ref","The reference point" "tMatrix.cpp","tMatrix","transformAndProjectPoint1","void","void tMatrix::transformAndProjectPoint1(point3d *p, point2d *s, point3d *ref,int outHeight, int outWidth, point3d *t);","Transforms and projects the input point to the view screen. The point is translated to the reference point before the transformation is applied.","Not Applicable","Input",4.00,"int","outHeight","The height of the output image in pixels" "tMatrix.cpp","tMatrix","transformAndProjectPoint1","void","void tMatrix::transformAndProjectPoint1(point3d *p, point2d *s, point3d *ref,int outHeight, int outWidth, point3d *t);","Transforms and projects the input point to the view screen. The point is translated to the reference point before the transformation is applied.","Not Applicable","Input",5.00,"int","outWidth","The width of the output image in pixels" "tMatrix.cpp","tMatrix","transformAndProjectPoint1","void","void tMatrix::transformAndProjectPoint1(point3d *p, point2d *s, point3d *ref,int outHeight, int outWidth, point3d *t);","Transforms and projects the input point to the view screen. The point is translated to the reference point before the transformation is applied.","Not Applicable","Output",6.00,"point3d *","t","The transformed coordinate" "tMatrix.cpp","tMatrix","transformAndProject","void","void tMatrix::transformAndProject (shape3d *aShape, int outHeight,int outWidth, int useExternalCentroid,float centroidX, float centroidY, float centroidZ);","Transforms and projects the coordinates of the indicated shape object to the view screen. The shape vertices are translated to the reference point before the transformation is applied.","Not Applicable","Input",1.00,"shape3d *","aShape","A shape object whose coordinates are to be transformed" "tMatrix.cpp","tMatrix","transformAndProject","void","void tMatrix::transformAndProject (shape3d *aShape, int outHeight,int outWidth, int useExternalCentroid,float centroidX, float centroidY, float centroidZ);","Transforms and projects the coordinates of the indicated shape object to the view screen. The shape vertices are translated to the reference point before the transformation is applied.","Not Applicable","Input",2.00,"int","outHeight","The height of the output image in pixels" "tMatrix.cpp","tMatrix","transformAndProject","void","void tMatrix::transformAndProject (shape3d *aShape, int outHeight,int outWidth, int useExternalCentroid,float centroidX, float centroidY, float centroidZ);","Transforms and projects the coordinates of the indicated shape object to the view screen. The shape vertices are translated to the reference point before the transformation is applied.","Not Applicable","Input",3.00,"int","outWidth","The width of the output image in pixels" "tMatrix.cpp","tMatrix","transformAndProject","void","void tMatrix::transformAndProject (shape3d *aShape, int outHeight,int outWidth, int useExternalCentroid,float centroidX, float centroidY, float centroidZ);","Transforms and projects the coordinates of the indicated shape object to the view screen. The shape vertices are translated to the reference point before the transformation is applied.","Not Applicable","Input",4.00,"int","useExternalCentroid","Default: FALSE, in this case the object is transformed relative to its centroid. If TRUE, the object is transformed relative to the 3D point point." "tMatrix.cpp","tMatrix","transformAndProject","void","void tMatrix::transformAndProject (shape3d *aShape, int outHeight,int outWidth, int useExternalCentroid,float centroidX, float centroidY, float centroidZ);","Transforms and projects the coordinates of the indicated shape object to the view screen. The shape vertices are translated to the reference point before the transformation is applied.","Not Applicable","Input",5.00,"float","centroidX","x coordinate of point. Used only if useExternalCentroid is TRUE." "tMatrix.cpp","tMatrix","transformAndProject","void","void tMatrix::transformAndProject (shape3d *aShape, int outHeight,int outWidth, int useExternalCentroid,float centroidX, float centroidY, float centroidZ);","Transforms and projects the coordinates of the indicated shape object to the view screen. The shape vertices are translated to the reference point before the transformation is applied.","Not Applicable","Input",6.00,"float","centroidY","y coordinate of point. Used only if useExternalCentroid is TRUE." "tMatrix.cpp","tMatrix","transformAndProject","void","void tMatrix::transformAndProject (shape3d *aShape, int outHeight,int outWidth, int useExternalCentroid,float centroidX, float centroidY, float centroidZ);","Transforms and projects the coordinates of the indicated shape object to the view screen. The shape vertices are translated to the reference point before the transformation is applied.","Not Applicable","Input",7.00,"float","centroidZ","z coordinate of point. Used only if useExternalCentroid is TRUE." "imageDoc.cpp","imageDoc","SetImagePointer","void","void imageDoc::SetImagePointer(memImage *theImage);","The Windows document/view metaphor separates document properties/functions from viewing properties/functions. This function associates the memImage object passed in with the image document object.","Not Applicable","Input",1.00,"memImage *","theImage","The memImage object associated with the image document." "imageDoc.cpp","imageDoc","Dump","void","void imageDoc::Dump(CDumpContext& dc) const;","Dumps image document contents","Not Applicable","Input",1.00,"CDumpContext&"," ","A device context to dump image document information to." "imageVew.cpp","imageView","setCaption","void","void imageView::setCaption(char *aCaption);","Sets the caption on the image viewing window.","Not Applicable","Input",1.00,"char *","aCaption","The caption to display on the image viewing window." "imageVew.cpp","imageView","getScrollPos","void","void imageView::getScrollPos(int *xPixels, int *yPixels);","Returns the number of pixels the image has been scrolled in the x and y screen directions.","Not Applicable","Output",1.00,"int *","xPixels","Number of pixels scrolled in the screen x direction." "imageVew.cpp","imageView","getScrollPos","void","void imageView::getScrollPos(int *xPixels, int *yPixels);","Returns the number of pixels the image has been scrolled in the x and y screen directions.","Not Applicable","Output",2.00,"int *","yPixels","Number of pixels scrolled in the screen y direction." "imageVew.cpp","imageView","OnDraw","void","void imageView::OnDraw(CDC* qdc);","See MFC manual for more information.","Not Applicable","Input",1.00,"CDC*","qdc","The device context to draw into." "imageVew.cpp","imageView","OnLButtonDown","void","void imageView::OnLButtonDown(UINT nFlags, CPoint point);","Handler for the button down event that is part of a left mouse click event. The left mouse button has been clicked at the location indicated in the Cpoint variable.","Not Applicable","Input",1.00,"UINT","nFlags","See MFC Manual." "imageVew.cpp","imageView","OnLButtonDown","void","void imageView::OnLButtonDown(UINT nFlags, CPoint point);","Handler for the button down event that is part of a left mouse click event. The left mouse button has been clicked at the location indicated in the Cpoint variable.","Not Applicable","Input",2.00,"CPoint","point","The location of the mouse when the left mouse button was clicked." "imageVew.cpp","imageView","OnLButtonUp","void","void imageView::OnLButtonUp(UINT nFlags, CPoint point);","Handler for the button up event that is part of a left mouse click event. The left mouse button has been clicked at the location indicated in the Cpoint variable.","Not Applicable","Input",1.00,"UINT","nFlags","See MFC Manual." "imageVew.cpp","imageView","OnLButtonUp","void","void imageView::OnLButtonUp(UINT nFlags, CPoint point);","Handler for the button up event that is part of a left mouse click event. The left mouse button has been clicked at the location indicated in the Cpoint variable.","Not Applicable","Input",2.00,"CPoint","point","The location of the mouse when the mouse button was clicked." "imageVew.cpp","imageView","OnLButtonDblClk","void","void imageView::OnLButtonDblClk(UINT nFlags, CPoint point);","Handler for the left mouse button double click event. The left mouse button has been double clicked at the location indicated in the Cpoint variable.","Not Applicable","Input",1.00,"UINT","nFlags","See MFC Manual." "imageVew.cpp","imageView","OnLButtonDblClk","void","void imageView::OnLButtonDblClk(UINT nFlags, CPoint point);","Handler for the left mouse button double click event. The left mouse button has been double clicked at the location indicated in the Cpoint variable.","Not Applicable","Input",2.00,"CPoint","point","The location of the mouse when the mouse button was clicked." "imageVew.cpp","imageView","OnRButtonDown","void","void imageView::OnRButtonDown(UINT nFlags, CPoint point);","Handler for the right mouse button click event. The right mouse button has been clicked at the location indicated in the Cpoint variable.","Not Applicable","Input",1.00,"UINT","nFlags","See MFC Manual." "imageVew.cpp","imageView","OnRButtonDown","void","void imageView::OnRButtonDown(UINT nFlags, CPoint point);","Handler for the right mouse button click event. The right mouse button has been clicked at the location indicated in the Cpoint variable.","Not Applicable","Input",2.00,"CPoint","point","The location of the mouse when the mouse button was clicked." "imageVew.cpp","imageView","OnRButtonUp","void","void imageView::OnRButtonUp(UINT nFlags, CPoint point);","Handler for the right mouse button click event. The right mouse button has been clicked at the location indicated in the Cpoint variable.","Not Applicable","Input",1.00,"UINT","nFlags","See MFC Manual." "imageVew.cpp","imageView","OnRButtonUp","void","void imageView::OnRButtonUp(UINT nFlags, CPoint point);","Handler for the right mouse button click event. The right mouse button has been clicked at the location indicated in the Cpoint variable.","Not Applicable","Input",2.00,"CPoint","point","The location of the mouse when the mouse button was clicked." "imageVew.cpp","imageView","OnMouseMove","void","void imageView::OnMouseMove(UINT nFlags, CPoint point);","Handler for the mouse move event. The mouse has moved to the location indicated in the Cpoint variable.","Not Applicable","Input",1.00,"UINT","nFlags","See MFC Manual." "imageVew.cpp","imageView","OnMouseMove","void","void imageView::OnMouseMove(UINT nFlags, CPoint point);","Handler for the mouse move event. The mouse has moved to the location indicated in the Cpoint variable.","Not Applicable","Input",2.00,"CPoint","point","The location of the mouse when the mouse button was clicked." "imageVew.cpp","None","getSampleRange","int","int getSampleRange(memImage *theImage, int x, int y,int *redLow, int *redHigh, int *greenLow, int *greenHigh,int *blueLow, int *blueHigh);","Returns the range of colors found in a 1 x 1 pixel neighborhood surrounding the indicated x,y location in the image.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"memImage *","theImage","The image to be sampled." "imageVew.cpp","None","getSampleRange","int","int getSampleRange(memImage *theImage, int x, int y,int *redLow, int *redHigh, int *greenLow, int *greenHigh,int *blueLow, int *blueHigh);","Returns the range of colors found in a 1 x 1 pixel neighborhood surrounding the indicated x,y location in the image.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"int","x","x coordinate center of the neighborhood to be sampled." "imageVew.cpp","None","getSampleRange","int","int getSampleRange(memImage *theImage, int x, int y,int *redLow, int *redHigh, int *greenLow, int *greenHigh,int *blueLow, int *blueHigh);","Returns the range of colors found in a 1 x 1 pixel neighborhood surrounding the indicated x,y location in the image.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",3.00,"int","y","y coordinate center of the neighborhood to be sampled." "imageVew.cpp","None","getSampleRange","int","int getSampleRange(memImage *theImage, int x, int y,int *redLow, int *redHigh, int *greenLow, int *greenHigh,int *blueLow, int *blueHigh);","Returns the range of colors found in a 1 x 1 pixel neighborhood surrounding the indicated x,y location in the image.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",4.00,"int *","redLow","Minimum red value" "imageVew.cpp","None","getSampleRange","int","int getSampleRange(memImage *theImage, int x, int y,int *redLow, int *redHigh, int *greenLow, int *greenHigh,int *blueLow, int *blueHigh);","Returns the range of colors found in a 1 x 1 pixel neighborhood surrounding the indicated x,y location in the image.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",5.00,"int *","redHigh","Maximum red value" "imageVew.cpp","None","getSampleRange","int","int getSampleRange(memImage *theImage, int x, int y,int *redLow, int *redHigh, int *greenLow, int *greenHigh,int *blueLow, int *blueHigh);","Returns the range of colors found in a 1 x 1 pixel neighborhood surrounding the indicated x,y location in the image.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",6.00,"int *","greenLow","Minimum green value" "imageVew.cpp","None","getSampleRange","int","int getSampleRange(memImage *theImage, int x, int y,int *redLow, int *redHigh, int *greenLow, int *greenHigh,int *blueLow, int *blueHigh);","Returns the range of colors found in a 1 x 1 pixel neighborhood surrounding the indicated x,y location in the image.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",7.00,"int *","greenHigh","Maximum green value" "imageVew.cpp","None","getSampleRange","int","int getSampleRange(memImage *theImage, int x, int y,int *redLow, int *redHigh, int *greenLow, int *greenHigh,int *blueLow, int *blueHigh);","Returns the range of colors found in a 1 x 1 pixel neighborhood surrounding the indicated x,y location in the image.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",8.00,"int *","blueLow","Minimum blue value" "imageVew.cpp","None","getSampleRange","int","int getSampleRange(memImage *theImage, int x, int y,int *redLow, int *redHigh, int *greenLow, int *greenHigh,int *blueLow, int *blueHigh);","Returns the range of colors found in a 1 x 1 pixel neighborhood surrounding the indicated x,y location in the image.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",9.00,"int *","blueHigh","Maximum blue value" "blend.cpp","None","blend","int","int blend(memImage *inImage, memImage *maskImage, memImage *outImage,float alphaScale);","Blends or composites two images together based on a third image called an alpha image.","Returns 0 if no error encountered. Else a message is posted to the log.","Input",1.00,"memImage *","inImage","Input image. This image must be 8 bits per pixel." "blend.cpp","None","blend","int","int blend(memImage *inImage, memImage *maskImage, memImage *outImage,float alphaScale);","Blends or composites two images together based on a third image called an alpha image.","Returns 0 if no error encountered. Else a message is posted to the log.","Input",2.00,"memImage *","maskImage","An 8 bit alpha image corresponding to the input image." "blend.cpp","None","blend","int","int blend(memImage *inImage, memImage *maskImage, memImage *outImage,float alphaScale);","Blends or composites two images together based on a third image called an alpha image.","Returns 0 if no error encountered. Else a message is posted to the log.","Output",3.00,"memImage *","outImage","The input image is blended into the output image based on the contents of the alpha image." "blend.cpp","None","blend","int","int blend(memImage *inImage, memImage *maskImage, memImage *outImage,float alphaScale);","Blends or composites two images together based on a third image called an alpha image.","Returns 0 if no error encountered. Else a message is posted to the log.","Input",4.00,"float","alphaScale","A scale factor applied to the input image contribution. A negative alpha scale factor will create a shadow because it causes a percentage of the inimage to be subtracted from the output image. Values between 0 and 1 will vary the translucency." "blend.cpp","None","blendz","int","int blendz(memImage *inImage, memImage *matteImage,memImage *zImage, memImage *zBuffer,memImage *outImage,float alphaScale);","Blends or composites two images together using the contribution of an alpha image. This variant of the blend function uses a z-buffer to provide a realistic rendering of 3D model surfaces.","NULL is returned if no errors are encountered, else a message is posted to the log.","Input",1.00,"memImage *","inImage","The input image" "blend.cpp","None","blendz","int","int blendz(memImage *inImage, memImage *matteImage,memImage *zImage, memImage *zBuffer,memImage *outImage,float alphaScale);","Blends or composites two images together using the contribution of an alpha image. This variant of the blend function uses a z-buffer to provide a realistic rendering of 3D model surfaces.","NULL is returned if no errors are encountered, else a message is posted to the log.","Input",2.00,"memImage *","matteImage","An alpha image" "blend.cpp","None","blendz","int","int blendz(memImage *inImage, memImage *matteImage,memImage *zImage, memImage *zBuffer,memImage *outImage,float alphaScale);","Blends or composites two images together using the contribution of an alpha image. This variant of the blend function uses a z-buffer to provide a realistic rendering of 3D model surfaces.","NULL is returned if no errors are encountered, else a message is posted to the log.","Input",3.00,"memImage *","zImage","The z-image corresponding to the input image." "blend.cpp","None","blendz","int","int blendz(memImage *inImage, memImage *matteImage,memImage *zImage, memImage *zBuffer,memImage *outImage,float alphaScale);","Blends or composites two images together using the contribution of an alpha image. This variant of the blend function uses a z-buffer to provide a realistic rendering of 3D model surfaces.","NULL is returned if no errors are encountered, else a message is posted to the log.","Input",4.00,"memImage *","zBuffer","The Z-buffer image." "blend.cpp","None","blendz","int","int blendz(memImage *inImage, memImage *matteImage,memImage *zImage, memImage *zBuffer,memImage *outImage,float alphaScale);","Blends or composites two images together using the contribution of an alpha image. This variant of the blend function uses a z-buffer to provide a realistic rendering of 3D model surfaces.","NULL is returned if no errors are encountered, else a message is posted to the log.","Output",5.00,"memImage *","outImage","The image to contain the rendered result." "blend.cpp","None","blendz","int","int blendz(memImage *inImage, memImage *matteImage,memImage *zImage, memImage *zBuffer,memImage *outImage,float alphaScale);","Blends or composites two images together using the contribution of an alpha image. This variant of the blend function uses a z-buffer to provide a realistic rendering of 3D model surfaces.","NULL is returned if no errors are encountered, else a message is posted to the log.","Input",6.00,"float","alphaScale","A scale factor applied to the input image and its alpha image." "blend.cpp","None","createCutout","int","int createCutout(memImage *originalImage, memImage *maskImage,char *cutoutName, shape3d *aShape);","Create the cutout image and translate the shape to coincide with the cutout. Assumes the mask image is an unpacked (8 bit) mask image opened RANDOM. The original must be opened for sequential access.","NULL is returned if the operation is successful, else a message is posted to the log.","Input",1.00,"memImage *","originalImage","Input image. Must be opened for sequential access." "blend.cpp","None","createCutout","int","int createCutout(memImage *originalImage, memImage *maskImage,char *cutoutName, shape3d *aShape);","Create the cutout image and translate the shape to coincide with the cutout. Assumes the mask image is an unpacked (8 bit) mask image opened RANDOM. The original must be opened for sequential access.","NULL is returned if the operation is successful, else a message is posted to the log.","In-Out",2.00,"memImage *","maskImage","An 8 bit alpha image corresponding to the input image." "blend.cpp","None","createCutout","int","int createCutout(memImage *originalImage, memImage *maskImage,char *cutoutName, shape3d *aShape);","Create the cutout image and translate the shape to coincide with the cutout. Assumes the mask image is an unpacked (8 bit) mask image opened RANDOM. The original must be opened for sequential access.","NULL is returned if the operation is successful, else a message is posted to the log.","In-Out",3.00,"char *","cutoutName","The name of the rotoscoped cutout image and the shape file. This is the filename without the suffix." "blend.cpp","None","createCutout","int","int createCutout(memImage *originalImage, memImage *maskImage,char *cutoutName, shape3d *aShape);","Create the cutout image and translate the shape to coincide with the cutout. Assumes the mask image is an unpacked (8 bit) mask image opened RANDOM. The original must be opened for sequential access.","NULL is returned if the operation is successful, else a message is posted to the log.","Input",4.00,"shape3d *","aShape","Pointer to a shape object containing the screen vertices that were collected by the user during the operation of tracing around the object of interest." "blend.cpp","memImage","createAlphaImage","int","int memImage::createAlphaImage(memImage *outImage);","Assumes the image has been rotoscoped. Creates an unsmoothed alpha image (also called a mask image in various places in the code) by setting each non-zero pixel in the image to 255.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","In-Out",1.00,"memImage *","outImage","The output image, containing the alpha image." "blend.cpp","memImage","unPack","int","int memImage::unPack(memImage *outputImage);","Unpacks the image object into the indicated image. The input image must have 1 bit pixels. Each 1 bit pixel in the input image will correspond to an 8 bit pixel having the value 255 in the unpacked image.","Returns NULL if operation is successful, else a message is posted to the log.","In-Out",1.00,"memImage *","outputImage","memImage object to contain the unpacked image." "blend.cpp","memImage","adjustImageBorder","int","int memImage::adjustImageBorder(char *outPath);","Usually applied to rotoscoped images. Calculates the bounding box of all non-zero pixels in the image. Adjusts the output image size so that it is equal to the bounding box. In other words, the dimensions of the output image are as small as possible. Any extra transparent border pixels are removed by this function.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"char *","outPath","The output Image pathname. The output image has been reduced as necessary to correspond to the non-zero pixels in the image." "blend.cpp","None","in_boundary","int","int in_boundary(memImage *anImage, int x, int y);","Determines whether the intensity at 'x, y' is within the boundary being outlined. Points outside of the array of intensities are not in the boundary. Returns 0 if the point is not in the boundary. Returns 1 if the point is in the boundary.","Returns 0 if the point is not in the boundary. Returns 1 if the point is in the boundary.","Input",1.00,"memImage *","anImage","Pointer to an opened image" "blend.cpp","None","in_boundary","int","int in_boundary(memImage *anImage, int x, int y);","Determines whether the intensity at 'x, y' is within the boundary being outlined. Points outside of the array of intensities are not in the boundary. Returns 0 if the point is not in the boundary. Returns 1 if the point is in the boundary.","Returns 0 if the point is not in the boundary. Returns 1 if the point is in the boundary.","Input",2.00,"int","x","x coordinate" "blend.cpp","None","in_boundary","int","int in_boundary(memImage *anImage, int x, int y);","Determines whether the intensity at 'x, y' is within the boundary being outlined. Points outside of the array of intensities are not in the boundary. Returns 0 if the point is not in the boundary. Returns 1 if the point is in the boundary.","Returns 0 if the point is not in the boundary. Returns 1 if the point is in the boundary.","Input",3.00,"int","y","y coordinate" "blend.cpp","None","probe","int","int probe(memImage *anImage, int x, int y, int dir, int *new_x, int *new_y);","Checks a sample neighboring 'x, y' to see if it is in the boundary being outlined. 'dir' specifies which neighboring sample to check. 'new_x, new_y' always get the coordinates of the neighbor. Returns 0 if the neighbor is not in the boundary. Returns 1 if the neighbor is in the boundary.","Returns 0 if the neighbor is not in the boundary. Returns 1 if the neighbor is in the boundary.","Input",1.00,"memImage *","anImage","Pointer to an opened image" "blend.cpp","None","probe","int","int probe(memImage *anImage, int x, int y, int dir, int *new_x, int *new_y);","Checks a sample neighboring 'x, y' to see if it is in the boundary being outlined. 'dir' specifies which neighboring sample to check. 'new_x, new_y' always get the coordinates of the neighbor. Returns 0 if the neighbor is not in the boundary. Returns 1 if the neighbor is in the boundary.","Returns 0 if the neighbor is not in the boundary. Returns 1 if the neighbor is in the boundary.","Input",2.00,"int","x","x coordinate" "blend.cpp","None","probe","int","int probe(memImage *anImage, int x, int y, int dir, int *new_x, int *new_y);","Checks a sample neighboring 'x, y' to see if it is in the boundary being outlined. 'dir' specifies which neighboring sample to check. 'new_x, new_y' always get the coordinates of the neighbor. Returns 0 if the neighbor is not in the boundary. Returns 1 if the neighbor is in the boundary.","Returns 0 if the neighbor is not in the boundary. Returns 1 if the neighbor is in the boundary.","Input",3.00,"int","y","y coordinate" "blend.cpp","None","probe","int","int probe(memImage *anImage, int x, int y, int dir, int *new_x, int *new_y);","Checks a sample neighboring 'x, y' to see if it is in the boundary being outlined. 'dir' specifies which neighboring sample to check. 'new_x, new_y' always get the coordinates of the neighbor. Returns 0 if the neighbor is not in the boundary. Returns 1 if the neighbor is in the boundary.","Returns 0 if the neighbor is not in the boundary. Returns 1 if the neighbor is in the boundary.","Input",4.00,"int","dir","specifies which neighboring sample to check" "blend.cpp","None","probe","int","int probe(memImage *anImage, int x, int y, int dir, int *new_x, int *new_y);","Checks a sample neighboring 'x, y' to see if it is in the boundary being outlined. 'dir' specifies which neighboring sample to check. 'new_x, new_y' always get the coordinates of the neighbor. Returns 0 if the neighbor is not in the boundary. Returns 1 if the neighbor is in the boundary.","Returns 0 if the neighbor is not in the boundary. Returns 1 if the neighbor is in the boundary.","Output",5.00,"int *","new_x","The x coordinate of the neighbor pixel located in the indicated direction" "blend.cpp","None","probe","int","int probe(memImage *anImage, int x, int y, int dir, int *new_x, int *new_y);","Checks a sample neighboring 'x, y' to see if it is in the boundary being outlined. 'dir' specifies which neighboring sample to check. 'new_x, new_y' always get the coordinates of the neighbor. Returns 0 if the neighbor is not in the boundary. Returns 1 if the neighbor is in the boundary.","Returns 0 if the neighbor is not in the boundary. Returns 1 if the neighbor is in the boundary.","Output",6.00,"int *","new_y","The y coordinate of the neighbor pixel located in the indicated direction" "blend.cpp","None","neighbor","int","int neighbor(memImage *anImage, int x, int y, int last_dir, int *new_x, int *new_y);","Finds a neighbor of the sample at 'x, y' that is in the same boundary. Always follows the boundary in a clockwise direction. 'last_dir' is the direction that was used to get to 'x, y' when it was found. 'new_x, new_y' always get the coordinates of the neighbor. This procedure should only be called for a sample that has at least one neighbor in the same boundary. Returns the direction to the neighbor","Returns the direction to the neighbor.","Input",1.00,"memImage *","anImage","Pointer to an opened image" "blend.cpp","None","neighbor","int","int neighbor(memImage *anImage, int x, int y, int last_dir, int *new_x, int *new_y);","Finds a neighbor of the sample at 'x, y' that is in the same boundary. Always follows the boundary in a clockwise direction. 'last_dir' is the direction that was used to get to 'x, y' when it was found. 'new_x, new_y' always get the coordinates of the neighbor. This procedure should only be called for a sample that has at least one neighbor in the same boundary. Returns the direction to the neighbor","Returns the direction to the neighbor.","Input",2.00,"int","x","x coordinate" "blend.cpp","None","neighbor","int","int neighbor(memImage *anImage, int x, int y, int last_dir, int *new_x, int *new_y);","Finds a neighbor of the sample at 'x, y' that is in the same boundary. Always follows the boundary in a clockwise direction. 'last_dir' is the direction that was used to get to 'x, y' when it was found. 'new_x, new_y' always get the coordinates of the neighbor. This procedure should only be called for a sample that has at least one neighbor in the same boundary. Returns the direction to the neighbor","Returns the direction to the neighbor.","Input",3.00,"int","y","y coordinate" "blend.cpp","None","neighbor","int","int neighbor(memImage *anImage, int x, int y, int last_dir, int *new_x, int *new_y);","Finds a neighbor of the sample at 'x, y' that is in the same boundary. Always follows the boundary in a clockwise direction. 'last_dir' is the direction that was used to get to 'x, y' when it was found. 'new_x, new_y' always get the coordinates of the neighbor. This procedure should only be called for a sample that has at least one neighbor in the same boundary. Returns the direction to the neighbor","Returns the direction to the neighbor.","Input",4.00,"int","last_dir","the direction that was used to get to 'x, y'" "blend.cpp","None","neighbor","int","int neighbor(memImage *anImage, int x, int y, int last_dir, int *new_x, int *new_y);","Finds a neighbor of the sample at 'x, y' that is in the same boundary. Always follows the boundary in a clockwise direction. 'last_dir' is the direction that was used to get to 'x, y' when it was found. 'new_x, new_y' always get the coordinates of the neighbor. This procedure should only be called for a sample that has at least one neighbor in the same boundary. Returns the direction to the neighbor","Returns the direction to the neighbor.","Output",5.00,"int *","new_x","The x coordinate after applying the new direction to the current coordinate." "blend.cpp","None","neighbor","int","int neighbor(memImage *anImage, int x, int y, int last_dir, int *new_x, int *new_y);","Finds a neighbor of the sample at 'x, y' that is in the same boundary. Always follows the boundary in a clockwise direction. 'last_dir' is the direction that was used to get to 'x, y' when it was found. 'new_x, new_y' always get the coordinates of the neighbor. This procedure should only be called for a sample that has at least one neighbor in the same boundary. Returns the direction to the neighbor","Returns the direction to the neighbor.","Output",6.00,"int *","new_y","The x coordinate after applying the new direction to the current coordinate." "blend.cpp","None","shapeFromImage","int","int shapeFromImage(memImage *anImage, shape3d *aShape);","Author: Tim Feldman, Island Graphics Corporation . (The original code was published in Graphics Gems III without restrictions and is in the public domain. Tim, if you are reading this....thanks!). Modified: Tim Wittenburg May 1996 The original procedure found contours in a grayscale image. This procedure finds the boundary of a single blob in a binary image. Populates a shape3d object with vertices from a blob in a binary image. The number of vertices produced is reduced substantially by saving only points in which the direction changes from the previous point.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"memImage *","anImage","Pointer to an opened image. The image is assumed to be binary. That is, 8 bits per pixel with intensities of either 0 indicating off or 255 indicating on." "blend.cpp","None","shapeFromImage","int","int shapeFromImage(memImage *anImage, shape3d *aShape);","Author: Tim Feldman, Island Graphics Corporation . (The original code was published in Graphics Gems III without restrictions and is in the public domain. Tim, if you are reading this....thanks!). Modified: Tim Wittenburg May 1996 The original procedure found contours in a grayscale image. This procedure finds the boundary of a single blob in a binary image. Populates a shape3d object with vertices from a blob in a binary image. The number of vertices produced is reduced substantially by saving only points in which the direction changes from the previous point.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",2.00,"shape3d *","aShape","Pointer to a shape object that will contain the boundary of the binary image." "NameDlg.cpp","CNameDialog","DoDataExchange","void","void CNameDialog::DoDataExchange(CDataExchange* pDX);",,"Not Applicable","Input",1.00,"CDataExchange*","pDX","See MFC Manual for details." "QMeshModel.cpp","None","createQMeshModel","int","int createQMeshModel(char *inputImagePath, char *destinationDir, int modelType);","Generates a quadrilateral mesh model of the type indicated. This means that a 3D surface is generated and registered with a supplied texture image.","NULL is returned if the model is created successfully, else an informative message is posted to the log.","Input",1.00,"char *","inputImagePath","The texture image to be used in the creation of a QuadMesh model." "QMeshModel.cpp","None","createQMeshModel","int","int createQMeshModel(char *inputImagePath, char *destinationDir, int modelType);","Generates a quadrilateral mesh model of the type indicated. This means that a 3D surface is generated and registered with a supplied texture image.","NULL is returned if the model is created successfully, else an informative message is posted to the log.","Input",2.00,"char *","destinationDir","The directory into which will be placed the x, y, and z coordinate images of the resulting quadrilateral mesh." "QMeshModel.cpp","None","createQMeshModel","int","int createQMeshModel(char *inputImagePath, char *destinationDir, int modelType);","Generates a quadrilateral mesh model of the type indicated. This means that a 3D surface is generated and registered with a supplied texture image.","NULL is returned if the model is created successfully, else an informative message is posted to the log.","Input",3.00,"int","modelType","The type of Quad mesh model to generate." "QMeshModel.cpp","None","getMeshCentroid","int","int getMeshCentroid(memImage *xImage, memImage *yImage, memImage *zImage,float *centroidX, float *centroidY, float *centroidZ);","Calculates the world coordinate centroid of the mesh model.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"memImage *","xImage","X coordinate image" "QMeshModel.cpp","None","getMeshCentroid","int","int getMeshCentroid(memImage *xImage, memImage *yImage, memImage *zImage,float *centroidX, float *centroidY, float *centroidZ);","Calculates the world coordinate centroid of the mesh model.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"memImage *","yImage","X coordinate image" "QMeshModel.cpp","None","getMeshCentroid","int","int getMeshCentroid(memImage *xImage, memImage *yImage, memImage *zImage,float *centroidX, float *centroidY, float *centroidZ);","Calculates the world coordinate centroid of the mesh model.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",3.00,"memImage *","zImage","X coordinate image" "QMeshModel.cpp","None","getMeshCentroid","int","int getMeshCentroid(memImage *xImage, memImage *yImage, memImage *zImage,float *centroidX, float *centroidY, float *centroidZ);","Calculates the world coordinate centroid of the mesh model.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",4.00,"float *","centroidX","x coordinate of centroid." "QMeshModel.cpp","None","getMeshCentroid","int","int getMeshCentroid(memImage *xImage, memImage *yImage, memImage *zImage,float *centroidX, float *centroidY, float *centroidZ);","Calculates the world coordinate centroid of the mesh model.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",5.00,"float *","centroidY","y coordinate of centroid." "QMeshModel.cpp","None","getMeshCentroid","int","int getMeshCentroid(memImage *xImage, memImage *yImage, memImage *zImage,float *centroidX, float *centroidY, float *centroidZ);","Calculates the world coordinate centroid of the mesh model.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",6.00,"float *","centroidZ","z coordinate of centroid." "QMeshModel.cpp","None","translateMesh","int","int translateMesh(memImage *xImage, memImage *yImage, memImage *zImage,float offsetX, float offsetY, float offsetZ);","Translates the mesh model coordinates by the indicated x, y, and z axis offsets.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"memImage *","xImage","X coordinate image" "QMeshModel.cpp","None","translateMesh","int","int translateMesh(memImage *xImage, memImage *yImage, memImage *zImage,float offsetX, float offsetY, float offsetZ);","Translates the mesh model coordinates by the indicated x, y, and z axis offsets.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"memImage *","yImage","Y coordinate image" "QMeshModel.cpp","None","translateMesh","int","int translateMesh(memImage *xImage, memImage *yImage, memImage *zImage,float offsetX, float offsetY, float offsetZ);","Translates the mesh model coordinates by the indicated x, y, and z axis offsets.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",3.00,"memImage *","zImage","Z coordinate image" "QMeshModel.cpp","None","translateMesh","int","int translateMesh(memImage *xImage, memImage *yImage, memImage *zImage,float offsetX, float offsetY, float offsetZ);","Translates the mesh model coordinates by the indicated x, y, and z axis offsets.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",4.00,"float","offsetX","The number of units to translate the image in the x direction" "QMeshModel.cpp","None","translateMesh","int","int translateMesh(memImage *xImage, memImage *yImage, memImage *zImage,float offsetX, float offsetY, float offsetZ);","Translates the mesh model coordinates by the indicated x, y, and z axis offsets.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",5.00,"float","offsetY","The number of units to translate the image in the y direction" "QMeshModel.cpp","None","translateMesh","int","int translateMesh(memImage *xImage, memImage *yImage, memImage *zImage,float offsetX, float offsetY, float offsetZ);","Translates the mesh model coordinates by the indicated x, y, and z axis offsets.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",6.00,"float","offsetZ","The number of units to translate the image in the z direction" "Texture.cpp","None","createTexture","int","int createTexture(char *texturePath, char *outDirectory, int textureType,int imageType, int foreColor, int backColor, int numRows, int numColumns);","Creates a texture image of the indicated type and size.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"char *","texturePath","Path of the output texture image." "Texture.cpp","None","createTexture","int","int createTexture(char *texturePath, char *outDirectory, int textureType,int imageType, int foreColor, int backColor, int numRows, int numColumns);","Creates a texture image of the indicated type and size.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"char *","outDirectory","The directory to contain the output." "Texture.cpp","None","createTexture","int","int createTexture(char *texturePath, char *outDirectory, int textureType,int imageType, int foreColor, int backColor, int numRows, int numColumns);","Creates a texture image of the indicated type and size.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",3.00,"int","textureType","1 = 8 bits per pixel, 2=24 bpp, 3 = 32 bpp" "Texture.cpp","None","createTexture","int","int createTexture(char *texturePath, char *outDirectory, int textureType,int imageType, int foreColor, int backColor, int numRows, int numColumns);","Creates a texture image of the indicated type and size.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",4.00,"int","imageType","CONSTANT, CHECKERBOARD,HORZRAMP etc. ICT20.h has the complete list of types." "Texture.cpp","None","createTexture","int","int createTexture(char *texturePath, char *outDirectory, int textureType,int imageType, int foreColor, int backColor, int numRows, int numColumns);","Creates a texture image of the indicated type and size.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",5.00,"int","foreColor","foreground color. Used for the checkerboard." "Texture.cpp","None","createTexture","int","int createTexture(char *texturePath, char *outDirectory, int textureType,int imageType, int foreColor, int backColor, int numRows, int numColumns);","Creates a texture image of the indicated type and size.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",6.00,"int","backColor","backcround color. Used for the checkerboard." "Texture.cpp","None","createTexture","int","int createTexture(char *texturePath, char *outDirectory, int textureType,int imageType, int foreColor, int backColor, int numRows, int numColumns);","Creates a texture image of the indicated type and size.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",7.00,"int","numRows","The number of rows (height, or y dimension) in the output image" "Texture.cpp","None","createTexture","int","int createTexture(char *texturePath, char *outDirectory, int textureType,int imageType, int foreColor, int backColor, int numRows, int numColumns);","Creates a texture image of the indicated type and size.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",8.00,"int","numColumns","The number of columns (x dimension or width) in the output image" "Texture.cpp","None","plasma","void","void plasma(memImage *anImage, int x, int y, int x1, int y1);","Generate a plasma texture image.","Not Applicable","In-Out",1.00,"memImage *","anImage","Pointer to an opened image" "Texture.cpp","None","plasma","void","void plasma(memImage *anImage, int x, int y, int x1, int y1);","Generate a plasma texture image.","Not Applicable","Input",2.00,"int","x","x coordinate" "Texture.cpp","None","plasma","void","void plasma(memImage *anImage, int x, int y, int x1, int y1);","Generate a plasma texture image.","Not Applicable","Input",3.00,"int","y","y coordinate" "Texture.cpp","None","plasma","void","void plasma(memImage *anImage, int x, int y, int x1, int y1);","Generate a plasma texture image.","Not Applicable","Input",4.00,"int","x1","x coordinate" "Texture.cpp","None","plasma","void","void plasma(memImage *anImage, int x, int y, int x1, int y1);","Generate a plasma texture image.","Not Applicable","Input",5.00,"int","y1","y coordinate of first point" "Texture.cpp","None","createPlasma","void","void createPlasma(memImage *anImage, int numRows, int numColumns);","Generate a plasma texture image.","Not Applicable","In-Out",1.00,"memImage *","anImage","Pointer to an opened image" "Texture.cpp","None","createPlasma","void","void createPlasma(memImage *anImage, int numRows, int numColumns);","Generate a plasma texture image.","Not Applicable","Input",2.00,"int","numRows","The number of rows (height, or y dimension of the image)" "Texture.cpp","None","createPlasma","void","void createPlasma(memImage *anImage, int numRows, int numColumns);","Generate a plasma texture image.","Not Applicable","Input",3.00,"int","numColumns","The number of columns (x dimension or width) in the imag" "Texture.cpp","None","myRand","int","int myRand(int maxVal);","Returns a random number between 0 and maxVal.","Returns a random number between 0 and maxVal.","Input",1.00,"int","maxVal","Maximum allowable value" "QuadMeshDlg.cpp","CQuadMeshDlg","DoDataExchange","void","void CQuadMeshDlg::DoDataExchange(CDataExchange* pDX);",,"Not Applicable","Input",1.00,"CDataExchange*","pDX","See MFC Manual for details." "depthsrt.cpp","None","insertionSort2","void","void insertionSort2(float theItems[], DWORD itemData[], int numItems);","Sorts the list of items into desscending order for depth sorting.","Not Applicable","Input",1.00,"float","theItems[]","The array of model distances to be sorted. This array contains the key." "depthsrt.cpp","None","insertionSort2","void","void insertionSort2(float theItems[], DWORD itemData[], int numItems);","Sorts the list of items into desscending order for depth sorting.","Not Applicable","Input",2.00,"DWORD","itemData[]","A model attribute to be moved along with the sorted key values." "depthsrt.cpp","None","insertionSort2","void","void insertionSort2(float theItems[], DWORD itemData[], int numItems);","Sorts the list of items into desscending order for depth sorting.","Not Applicable","Input",3.00,"int","numItems","The number of items in theItems array." "depthsrt.cpp","sceneList","depthSort","int","int sceneList::depthSort(sceneElement *models[], float distances[],int *numModels, int depthSortingEnabled);","Sorts the models included in a visual effect based on their distance from the viewer. Themodel distances are sorted into descending order.","NULL is returned if the operation was successful, else an informative message is posted to the log.","In-Out",1.00,"sceneElement *","models[]","An array of model pointers" "depthsrt.cpp","sceneList","depthSort","int","int sceneList::depthSort(sceneElement *models[], float distances[],int *numModels, int depthSortingEnabled);","Sorts the models included in a visual effect based on their distance from the viewer. Themodel distances are sorted into descending order.","NULL is returned if the operation was successful, else an informative message is posted to the log.","Input",2.00,"float","distances[]","An array of model distances to the viewpoint." "depthsrt.cpp","sceneList","depthSort","int","int sceneList::depthSort(sceneElement *models[], float distances[],int *numModels, int depthSortingEnabled);","Sorts the models included in a visual effect based on their distance from the viewer. Themodel distances are sorted into descending order.","NULL is returned if the operation was successful, else an informative message is posted to the log.","Input",3.00,"int *","numModels","Number of models" "depthsrt.cpp","sceneList","depthSort","int","int sceneList::depthSort(sceneElement *models[], float distances[],int *numModels, int depthSortingEnabled);","Sorts the models included in a visual effect based on their distance from the viewer. Themodel distances are sorted into descending order.","NULL is returned if the operation was successful, else an informative message is posted to the log.","Input",4.00,"int","depthSortingEnabled","TRUE if depth sorting is enabled during effect rendering, else FALSE" "depthsrt.cpp","None","getDistance2d","float","float getDistance2d(float x1, float y1, float x2, float y2);","Returns the two dimensional Cartesian distance between two points","The two dimensional Cartesian distance between two points","Input",1.00,"float","x1","x coordinate of first point" "depthsrt.cpp","None","getDistance2d","float","float getDistance2d(float x1, float y1, float x2, float y2);","Returns the two dimensional Cartesian distance between two points","The two dimensional Cartesian distance between two points","Input",2.00,"float","y1","y coordinate of first point" "depthsrt.cpp","None","getDistance2d","float","float getDistance2d(float x1, float y1, float x2, float y2);","Returns the two dimensional Cartesian distance between two points","The two dimensional Cartesian distance between two points","Input",3.00,"float","x2","x coordinate of second point" "depthsrt.cpp","None","getDistance2d","float","float getDistance2d(float x1, float y1, float x2, float y2);","Returns the two dimensional Cartesian distance between two points","The two dimensional Cartesian distance between two points","Input",4.00,"float","y2","y coordinate of second point" "depthsrt.cpp","None","getDistance3d","float","float getDistance3d(float x1, float y1, float z1, float x2, float y2, float z2);","Returns the three dimensional Cartesian distance between two points","The three dimensional Cartesian distance between two points","Input",1.00,"float","x1","x coordinate of first point" "depthsrt.cpp","None","getDistance3d","float","float getDistance3d(float x1, float y1, float z1, float x2, float y2, float z2);","Returns the three dimensional Cartesian distance between two points","The three dimensional Cartesian distance between two points","Input",2.00,"float","y1","y coordinate of first point" "depthsrt.cpp","None","getDistance3d","float","float getDistance3d(float x1, float y1, float z1, float x2, float y2, float z2);","Returns the three dimensional Cartesian distance between two points","The three dimensional Cartesian distance between two points","Input",3.00,"float","z1","z coordinate of first point" "depthsrt.cpp","None","getDistance3d","float","float getDistance3d(float x1, float y1, float z1, float x2, float y2, float z2);","Returns the three dimensional Cartesian distance between two points","The three dimensional Cartesian distance between two points","Input",4.00,"float","x2","x coordinate of second point" "depthsrt.cpp","None","getDistance3d","float","float getDistance3d(float x1, float y1, float z1, float x2, float y2, float z2);","Returns the three dimensional Cartesian distance between two points","The three dimensional Cartesian distance between two points","Input",5.00,"float","y2","y coordinate of second point" "depthsrt.cpp","None","getDistance3d","float","float getDistance3d(float x1, float y1, float z1, float x2, float y2, float z2);","Returns the three dimensional Cartesian distance between two points","The three dimensional Cartesian distance between two points","Input",6.00,"float","z2","z coordinate of second point" "depthsrt.cpp","shape3d","getTCentroid","void","void shape3d::getTCentroid(float *centroidX, float *centroidY, float *centroidZ);","Return the transformed coordinate centroid.","Not Applicable","Output",1.00,"float *","centroidX","x coordinate of centroid." "depthsrt.cpp","shape3d","getTCentroid","void","void shape3d::getTCentroid(float *centroidX, float *centroidY, float *centroidZ);","Return the transformed coordinate centroid.","Not Applicable","Output",2.00,"float *","centroidY","y coordinate of centroid." "depthsrt.cpp","shape3d","getTCentroid","void","void shape3d::getTCentroid(float *centroidX, float *centroidY, float *centroidZ);","Return the transformed coordinate centroid.","Not Applicable","Output",3.00,"float *","centroidZ","z coordinate of centroid." "vector.cpp","None","vectorAdd","void","void vectorAdd(point3d *result, point3d *p1, point3d *p2);",,"Not Applicable","Output",1.00,"point3d *","result","The result vector" "vector.cpp","None","vectorAdd","void","void vectorAdd(point3d *result, point3d *p1, point3d *p2);",,"Not Applicable","Input",2.00,"point3d *","p1","World coordinate of point 1" "vector.cpp","None","vectorAdd","void","void vectorAdd(point3d *result, point3d *p1, point3d *p2);",,"Not Applicable","Input",3.00,"point3d *","p2","World coordinate of point 2" "vector.cpp","None","vectorSubtract","void","void vectorSubtract(point3d *result, point3d *p1, point3d *p2);","Subtracts vector 2 from vector 1.","Not Applicable","Output",1.00,"point3d *","result","The result vector" "vector.cpp","None","vectorSubtract","void","void vectorSubtract(point3d *result, point3d *p1, point3d *p2);","Subtracts vector 2 from vector 1.","Not Applicable","Input",2.00,"point3d *","p1","Vector 1" "vector.cpp","None","vectorSubtract","void","void vectorSubtract(point3d *result, point3d *p1, point3d *p2);","Subtracts vector 2 from vector 1.","Not Applicable","Input",3.00,"point3d *","p2","Vector 2" "vector.cpp","None","vectorMagnitude2","float","float vectorMagnitude2(point3d *p1, point3d *p2);","Determines the vector magnitude from two points.","The vector magnitude","Input",1.00,"point3d *","p1","World coordinate of point 1" "vector.cpp","None","vectorMagnitude2","float","float vectorMagnitude2(point3d *p1, point3d *p2);","Determines the vector magnitude from two points.","The vector magnitude","Input",2.00,"point3d *","p2","World coordinate of point 2" "vector.cpp","None","vectorMagnitude1","float","float vectorMagnitude1(point3d *p1);","Determines the vector magnitude from the input vector.","The vector magnitude","Input",1.00,"point3d *","p1","Vector 1" "vector.cpp","None","vectorNormalize","void","void vectorNormalize(point3d *p1);","Normalizes the input vector such that its magnitude is unity.","Not Applicable","In-Out",1.00,"point3d *","p1","Vector 1" "vector.cpp","None","crossProduct","void","void crossProduct(point3d *result, point3d *p1, point3d *p2, point3d *p3);","Calculates the vector cross product from the three input points.","Not Applicable","Output",1.00,"point3d *","result","Vector cross product" "vector.cpp","None","crossProduct","void","void crossProduct(point3d *result, point3d *p1, point3d *p2, point3d *p3);","Calculates the vector cross product from the three input points.","Not Applicable","Input",2.00,"point3d *","p1","World coordinate of point 1" "vector.cpp","None","crossProduct","void","void crossProduct(point3d *result, point3d *p1, point3d *p2, point3d *p3);","Calculates the vector cross product from the three input points.","Not Applicable","Input",3.00,"point3d *","p2","World coordinate of point 2" "vector.cpp","None","crossProduct","void","void crossProduct(point3d *result, point3d *p1, point3d *p2, point3d *p3);","Calculates the vector cross product from the three input points.","Not Applicable","Input",4.00,"point3d *","p3","World coordinate of point 3" "vector.cpp","None","dotProduct","float","float dotProduct(point3d *p1, point3d *p2);","Calculates the dot product of 2 vectors.","Dot product.","Input",1.00,"point3d *","p1","Vector 1" "vector.cpp","None","dotProduct","float","float dotProduct(point3d *p1, point3d *p2);","Calculates the dot product of 2 vectors.","Dot product.","Input",2.00,"point3d *","p2","Vector 2" "vector.cpp","None","getNormal1","void","void getNormal1(float x0, float y0, float z0, float x1, float y1, float z1, float x2, float y2, float z2, float *xN, float *yN, float *zN);","Returns the vector normal from three input points.","Not Applicable","Input",1.00,"float","x0","x coordinate of first point" "vector.cpp","None","getNormal1","void","void getNormal1(float x0, float y0, float z0, float x1, float y1, float z1, float x2, float y2, float z2, float *xN, float *yN, float *zN);","Returns the vector normal from three input points.","Not Applicable","Input",2.00,"float","y0","y coordinate of first point" "vector.cpp","None","getNormal1","void","void getNormal1(float x0, float y0, float z0, float x1, float y1, float z1, float x2, float y2, float z2, float *xN, float *yN, float *zN);","Returns the vector normal from three input points.","Not Applicable","Input",3.00,"float","z0","z coordinate of first point" "vector.cpp","None","getNormal1","void","void getNormal1(float x0, float y0, float z0, float x1, float y1, float z1, float x2, float y2, float z2, float *xN, float *yN, float *zN);","Returns the vector normal from three input points.","Not Applicable","Input",4.00,"float","x1","x coordinate of second point" "vector.cpp","None","getNormal1","void","void getNormal1(float x0, float y0, float z0, float x1, float y1, float z1, float x2, float y2, float z2, float *xN, float *yN, float *zN);","Returns the vector normal from three input points.","Not Applicable","Input",5.00,"float","y1","y coordinate of second point" "vector.cpp","None","getNormal1","void","void getNormal1(float x0, float y0, float z0, float x1, float y1, float z1, float x2, float y2, float z2, float *xN, float *yN, float *zN);","Returns the vector normal from three input points.","Not Applicable","Input",6.00,"float","z1","z coordinate of second point" "vector.cpp","None","getNormal1","void","void getNormal1(float x0, float y0, float z0, float x1, float y1, float z1, float x2, float y2, float z2, float *xN, float *yN, float *zN);","Returns the vector normal from three input points.","Not Applicable","Input",8.00,"float","y2","y coordinate of third point" "vector.cpp","None","getNormal1","void","void getNormal1(float x0, float y0, float z0, float x1, float y1, float z1, float x2, float y2, float z2, float *xN, float *yN, float *zN);","Returns the vector normal from three input points.","Not Applicable","Input",9.00,"float","z2","z coordinate of third point" "vector.cpp","None","getNormal1","void","void getNormal1(float x0, float y0, float z0, float x1, float y1, float z1, float x2, float y2, float z2, float *xN, float *yN, float *zN);","Returns the vector normal from three input points.","Not Applicable","Output",10.00,"float *","xN","x component of normal vector" "vector.cpp","None","getNormal1","void","void getNormal1(float x0, float y0, float z0, float x1, float y1, float z1, float x2, float y2, float z2, float *xN, float *yN, float *zN);","Returns the vector normal from three input points.","Not Applicable","Output",11.00,"float *","yN","y component of normal vector" "vector.cpp","None","getNormal1","void","void getNormal1(float x0, float y0, float z0, float x1, float y1, float z1, float x2, float y2, float z2, float *xN, float *yN, float *zN);","Returns the vector normal from three input points.","Not Applicable","Output",12.00,"float *","zN","z component of normal vector" "vector.cpp","None","getNormal2","void","void getNormal2(point3d *result, point3d *p0, point3d *p1, point3d *p2);","Calculates the normal vector from 3 input points.","Not Applicable","Output",1.00,"point3d *","result","Resulting normal vector" "vector.cpp","None","getNormal2","void","void getNormal2(point3d *result, point3d *p0, point3d *p1, point3d *p2);","Calculates the normal vector from 3 input points.","Not Applicable","Input",2.00,"point3d *","p0","point 1" "vector.cpp","None","getNormal2","void","void getNormal2(point3d *result, point3d *p0, point3d *p1, point3d *p2);","Calculates the normal vector from 3 input points.","Not Applicable","Input",3.00,"point3d *","p1","point 2" "vector.cpp","None","getNormal2","void","void getNormal2(point3d *result, point3d *p0, point3d *p1, point3d *p2);","Calculates the normal vector from 3 input points.","Not Applicable","Input",4.00,"point3d *","p2","point 3" "vector.cpp","None","lightModel","float","float lightModel(float kd, int Ip, int Ia, point3d *N, point3d *L, float d);","Determines a lighting value based on a Lambertian lighting model.","The light intensity based on the input parameters.","Input",1.00,"float","kd","The coefficient of reflection or reflectivity of the surface material. highly reflective = 1, highly absorptive = 0" "vector.cpp","None","lightModel","float","float lightModel(float kd, int Ip, int Ia, point3d *N, point3d *L, float d);","Determines a lighting value based on a Lambertian lighting model.","The light intensity based on the input parameters.","Input",2.00,"int","Ip","Intensity of the light source" "vector.cpp","None","lightModel","float","float lightModel(float kd, int Ip, int Ia, point3d *N, point3d *L, float d);","Determines a lighting value based on a Lambertian lighting model.","The light intensity based on the input parameters.","Input",3.00,"int","Ia","The ambient intensity at the surface" "vector.cpp","None","lightModel","float","float lightModel(float kd, int Ip, int Ia, point3d *N, point3d *L, float d);","Determines a lighting value based on a Lambertian lighting model.","The light intensity based on the input parameters.","Input",4.00,"point3d *","N","The surface normal (unit vector)" "vector.cpp","None","lightModel","float","float lightModel(float kd, int Ip, int Ia, point3d *N, point3d *L, float d);","Determines a lighting value based on a Lambertian lighting model.","The light intensity based on the input parameters.","Input",5.00,"point3d *","L","Direction of the light source (unit vector)" "vector.cpp","None","lightModel","float","float lightModel(float kd, int Ip, int Ia, point3d *N, point3d *L, float d);","Determines a lighting value based on a Lambertian lighting model.","The light intensity based on the input parameters.","Input",6.00,"float","d","Distance between the surface and the viewpoint" "vector.cpp","point2d","display","void","void point2d::display(char *message);",,"Not Applicable","Input",1.00,"char *","message","The message to display" "vector.cpp","point3d","display","void","void point3d::display(char *message);","Display the indicated message along with the point3d data members.","Not Applicable","Input",1.00,"char *","message","The message to display on the log." "ictview.cpp","CIctView","OnDraw","void","void CIctView::OnDraw(CDC* pDC);",,"Not Applicable","Input",1.00,"CDC*","pDC","See MFC Manual for details." "ictview.cpp","CIctView","Dump","void","void CIctView::Dump(CDumpContext& dc) const;",,"Not Applicable","Input",1.00,"CDumpContext&"," ","See MFC manual for details." "model.cpp","sceneElement","writeFile","void","void sceneElement::writeFile(ofstream *fileout);","Writes the contents of a sceneElement (model) object to the indicated output file stream.","Not Applicable","Input",1.00,"ofstream *","fileout","pointer to the output file stream" "model.cpp","scene","writeFile","void","void scene::writeFile(ofstream *fileout);","Writes the contents of a scene object to the indicated output file stream.","Not Applicable","Input",1.00,"ofstream *","fileout","pointer to the output file stream" "render.cpp","tMatrix","addScene","int","int sceneList::addScene(char *theSceneName,int theType, int outImCols,int outImRows, int theColorMode, point3d *rt, point3d *tr, char *thePath);","Adds a scene node to a scene list object. Only one scene node may be created in a scene list.","Returns NULL if successful, else an error message is posted to the log.","Input",1.00,"char *","theSceneName","The name of the effect being created." "render.cpp","tMatrix","addScene","int","int sceneList::addScene(char *theSceneName,int theType, int outImCols,int outImRows, int theColorMode, point3d *rt, point3d *tr, char *thePath);","Adds a scene node to a scene list object. Only one scene node may be created in a scene list.","Returns NULL if successful, else an error message is posted to the log.","Input",2.00,"int","theType","The type of effect to be created. Values: STILL, or SEQUENCE" "render.cpp","tMatrix","addScene","int","int sceneList::addScene(char *theSceneName,int theType, int outImCols,int outImRows, int theColorMode, point3d *rt, point3d *tr, char *thePath);","Adds a scene node to a scene list object. Only one scene node may be created in a scene list.","Returns NULL if successful, else an error message is posted to the log.","Input",3.00,"int","outImCols","The width (x dimension) of the output image" "render.cpp","tMatrix","addScene","int","int sceneList::addScene(char *theSceneName,int theType, int outImCols,int outImRows, int theColorMode, point3d *rt, point3d *tr, char *thePath);","Adds a scene node to a scene list object. Only one scene node may be created in a scene list.","Returns NULL if successful, else an error message is posted to the log.","Input",4.00,"int","outImRows","The height (y dimension) of the output image" "render.cpp","tMatrix","addScene","int","int sceneList::addScene(char *theSceneName,int theType, int outImCols,int outImRows, int theColorMode, point3d *rt, point3d *tr, char *thePath);","Adds a scene node to a scene list object. Only one scene node may be created in a scene list.","Returns NULL if successful, else an error message is posted to the log.","Input",5.00,"int","theColorMode","The color mode. Values: COLOR or MONOCHROME" "render.cpp","tMatrix","addScene","int","int sceneList::addScene(char *theSceneName,int theType, int outImCols,int outImRows, int theColorMode, point3d *rt, point3d *tr, char *thePath);","Adds a scene node to a scene list object. Only one scene node may be created in a scene list.","Returns NULL if successful, else an error message is posted to the log.","Input",6.00,"point3d *","rt","Relative camera orientation consisting of three rotation angles in degrees" "render.cpp","tMatrix","addScene","int","int sceneList::addScene(char *theSceneName,int theType, int outImCols,int outImRows, int theColorMode, point3d *rt, point3d *tr, char *thePath);","Adds a scene node to a scene list object. Only one scene node may be created in a scene list.","Returns NULL if successful, else an error message is posted to the log.","Input",7.00,"point3d *","tr","Relative camera location consisting of three translations." "render.cpp","tMatrix","addScene","int","int sceneList::addScene(char *theSceneName,int theType, int outImCols,int outImRows, int theColorMode, point3d *rt, point3d *tr, char *thePath);","Adds a scene node to a scene list object. Only one scene node may be created in a scene list.","Returns NULL if successful, else an error message is posted to the log.","Input",8.00,"char *","thePath","If effect is a SEQUENCE, this is a motion path file that describes the motion of the viewpoint (camera) during the effect. If the effect is a STILL, thePath is 'None'." "model.cpp","sceneList","addSceneElement","int","int sceneList::addSceneElement(char *mdName, char * fName, int blendI,int theType, int warpI, float aScale,point3d *rt,point3d *sc, point3d *tr, char *motionPath, char *theAlphaPath,int theSortLayer, RGBTRIPLE anAdjustment, char *adjustmentType, char *colorAdjustedPath,int definedRefPt, point3d *refPoint);","Adds a scene element (also called a model) to a scene list. This function is called once for each model in the scene file.","Returns NULL if successful, else an error message is posted to the log.","Input",1.00,"char *","mdName","modelName" "model.cpp","sceneList","addSceneElement","int","int sceneList::addSceneElement(char *mdName, char * fName, int blendI,int theType, int warpI, float aScale,point3d *rt,point3d *sc, point3d *tr, char *motionPath, char *theAlphaPath,int theSortLayer, RGBTRIPLE anAdjustment, char *adjustmentType, char *colorAdjustedPath,int definedRefPt, point3d *refPoint);","Adds a scene element (also called a model) to a scene list. This function is called once for each model in the scene file.","Returns NULL if successful, else an error message is posted to the log.","Input",2.00,"char *","fName","The image file or shape file associated with this model." "model.cpp","sceneList","addSceneElement","int","int sceneList::addSceneElement(char *mdName, char * fName, int blendI,int theType, int warpI, float aScale,point3d *rt,point3d *sc, point3d *tr, char *motionPath, char *theAlphaPath,int theSortLayer, RGBTRIPLE anAdjustment, char *adjustmentType, char *colorAdjustedPath,int definedRefPt, point3d *refPoint);","Adds a scene element (also called a model) to a scene list. This function is called once for each model in the scene file.","Returns NULL if successful, else an error message is posted to the log.","Input",3.00,"int","blendI","blend indicator. TRUE if the model image is to be blended into the background plate" "model.cpp","sceneList","addSceneElement","int","int sceneList::addSceneElement(char *mdName, char * fName, int blendI,int theType, int warpI, float aScale,point3d *rt,point3d *sc, point3d *tr, char *motionPath, char *theAlphaPath,int theSortLayer, RGBTRIPLE anAdjustment, char *adjustmentType, char *colorAdjustedPath,int definedRefPt, point3d *refPoint);","Adds a scene element (also called a model) to a scene list. This function is called once for each model in the scene file.","Returns NULL if successful, else an error message is posted to the log.","Input",4.00,"int","theType","modelType. See ict20.h for a complete list of model types." "model.cpp","sceneList","addSceneElement","int","int sceneList::addSceneElement(char *mdName, char * fName, int blendI,int theType, int warpI, float aScale,point3d *rt,point3d *sc, point3d *tr, char *motionPath, char *theAlphaPath,int theSortLayer, RGBTRIPLE anAdjustment, char *adjustmentType, char *colorAdjustedPath,int definedRefPt, point3d *refPoint);","Adds a scene element (also called a model) to a scene list. This function is called once for each model in the scene file.","Returns NULL if successful, else an error message is posted to the log.","Input",5.00,"int","warpI","TRUE if the model image is to be warped" "model.cpp","sceneList","addSceneElement","int","int sceneList::addSceneElement(char *mdName, char * fName, int blendI,int theType, int warpI, float aScale,point3d *rt,point3d *sc, point3d *tr, char *motionPath, char *theAlphaPath,int theSortLayer, RGBTRIPLE anAdjustment, char *adjustmentType, char *colorAdjustedPath,int definedRefPt, point3d *refPoint);","Adds a scene element (also called a model) to a scene list. This function is called once for each model in the scene file.","Returns NULL if successful, else an error message is posted to the log.","Input",6.00,"float","aScale","alpha scale factor" "model.cpp","sceneList","addSceneElement","int","int sceneList::addSceneElement(char *mdName, char * fName, int blendI,int theType, int warpI, float aScale,point3d *rt,point3d *sc, point3d *tr, char *motionPath, char *theAlphaPath,int theSortLayer, RGBTRIPLE anAdjustment, char *adjustmentType, char *colorAdjustedPath,int definedRefPt, point3d *refPoint);","Adds a scene element (also called a model) to a scene list. This function is called once for each model in the scene file.","Returns NULL if successful, else an error message is posted to the log.","Input",7.00,"point3d *","rt","The model rotations" "model.cpp","sceneList","addSceneElement","int","int sceneList::addSceneElement(char *mdName, char * fName, int blendI,int theType, int warpI, float aScale,point3d *rt,point3d *sc, point3d *tr, char *motionPath, char *theAlphaPath,int theSortLayer, RGBTRIPLE anAdjustment, char *adjustmentType, char *colorAdjustedPath,int definedRefPt, point3d *refPoint);","Adds a scene element (also called a model) to a scene list. This function is called once for each model in the scene file.","Returns NULL if successful, else an error message is posted to the log.","Input",8.00,"point3d *","sc","The model scale factors" "model.cpp","sceneList","addSceneElement","int","int sceneList::addSceneElement(char *mdName, char * fName, int blendI,int theType, int warpI, float aScale,point3d *rt,point3d *sc, point3d *tr, char *motionPath, char *theAlphaPath,int theSortLayer, RGBTRIPLE anAdjustment, char *adjustmentType, char *colorAdjustedPath,int definedRefPt, point3d *refPoint);","Adds a scene element (also called a model) to a scene list. This function is called once for each model in the scene file.","Returns NULL if successful, else an error message is posted to the log.","Input",9.00,"point3d *","tr","The model translations" "model.cpp","sceneList","addSceneElement","int","int sceneList::addSceneElement(char *mdName, char * fName, int blendI,int theType, int warpI, float aScale,point3d *rt,point3d *sc, point3d *tr, char *motionPath, char *theAlphaPath,int theSortLayer, RGBTRIPLE anAdjustment, char *adjustmentType, char *colorAdjustedPath,int definedRefPt, point3d *refPoint);","Adds a scene element (also called a model) to a scene list. This function is called once for each model in the scene file.","Returns NULL if successful, else an error message is posted to the log.","Input",10.00,"char *","motionPath","If the model is to move in the effect being created, the location of the motion path file. If the model does not move, set motionPath to NULL." "model.cpp","sceneList","addSceneElement","int","int sceneList::addSceneElement(char *mdName, char * fName, int blendI,int theType, int warpI, float aScale,point3d *rt,point3d *sc, point3d *tr, char *motionPath, char *theAlphaPath,int theSortLayer, RGBTRIPLE anAdjustment, char *adjustmentType, char *colorAdjustedPath,int definedRefPt, point3d *refPoint);","Adds a scene element (also called a model) to a scene list. This function is called once for each model in the scene file.","Returns NULL if successful, else an error message is posted to the log.","Input",11.00,"char *","theAlphaPath","If a custom alpha image or matte is to be used during rendering, the path of the matt image, else NULL." "model.cpp","sceneList","addSceneElement","int","int sceneList::addSceneElement(char *mdName, char * fName, int blendI,int theType, int warpI, float aScale,point3d *rt,point3d *sc, point3d *tr, char *motionPath, char *theAlphaPath,int theSortLayer, RGBTRIPLE anAdjustment, char *adjustmentType, char *colorAdjustedPath,int definedRefPt, point3d *refPoint);","Adds a scene element (also called a model) to a scene list. This function is called once for each model in the scene file.","Returns NULL if successful, else an error message is posted to the log.","Input",13.00,"RGBTRIPLE","anAdjustment","The RGB value to adjust the image to" "model.cpp","sceneList","addSceneElement","int","int sceneList::addSceneElement(char *mdName, char * fName, int blendI,int theType, int warpI, float aScale,point3d *rt,point3d *sc, point3d *tr, char *motionPath, char *theAlphaPath,int theSortLayer, RGBTRIPLE anAdjustment, char *adjustmentType, char *colorAdjustedPath,int definedRefPt, point3d *refPoint);","Adds a scene element (also called a model) to a scene list. This function is called once for each model in the scene file.","Returns NULL if successful, else an error message is posted to the log.","Input",14.00,"char *","adjustmentType","Type of desired color adjustment: RELATIVE or ABSOLUTE" "model.cpp","sceneList","addSceneElement","int","int sceneList::addSceneElement(char *mdName, char * fName, int blendI,int theType, int warpI, float aScale,point3d *rt,point3d *sc, point3d *tr, char *motionPath, char *theAlphaPath,int theSortLayer, RGBTRIPLE anAdjustment, char *adjustmentType, char *colorAdjustedPath,int definedRefPt, point3d *refPoint);","Adds a scene element (also called a model) to a scene list. This function is called once for each model in the scene file.","Returns NULL if successful, else an error message is posted to the log.","Input",15.00,"char *","colorAdjustedPath","The path to which to save the color adjusted image." "model.cpp","sceneList","addSceneElement","int","int sceneList::addSceneElement(char *mdName, char * fName, int blendI,int theType, int warpI, float aScale,point3d *rt,point3d *sc, point3d *tr, char *motionPath, char *theAlphaPath,int theSortLayer, RGBTRIPLE anAdjustment, char *adjustmentType, char *colorAdjustedPath,int definedRefPt, point3d *refPoint);","Adds a scene element (also called a model) to a scene list. This function is called once for each model in the scene file.","Returns NULL if successful, else an error message is posted to the log.","Input",16.00,"int","definedRefPt","True if the model's reference point has been defined in the scene file, else FALSE" "model.cpp","sceneList","addSceneElement","int","int sceneList::addSceneElement(char *mdName, char * fName, int blendI,int theType, int warpI, float aScale,point3d *rt,point3d *sc, point3d *tr, char *motionPath, char *theAlphaPath,int theSortLayer, RGBTRIPLE anAdjustment, char *adjustmentType, char *colorAdjustedPath,int definedRefPt, point3d *refPoint);","Adds a scene element (also called a model) to a scene list. This function is called once for each model in the scene file.","Returns NULL if successful, else an error message is posted to the log.","Input",17.00,"point3d *","refPoint","The point around which rotation and scaling are applied. Default value is the model's centroid." "model.cpp","sceneList","setModelReferencePoint","int","int sceneList::setModelReferencePoint(char *modelName, float centroidX, float centroidY,float centroidZ);","Sets the model's reference point.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"char *","modelName","The name of the model" "model.cpp","sceneList","setModelReferencePoint","int","int sceneList::setModelReferencePoint(char *modelName, float centroidX, float centroidY,float centroidZ);","Sets the model's reference point.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"float","centroidX","x coordinate of centroid." "model.cpp","sceneList","setModelReferencePoint","int","int sceneList::setModelReferencePoint(char *modelName, float centroidX, float centroidY,float centroidZ);","Sets the model's reference point.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",3.00,"float","centroidY","y coordinate of centroid." "model.cpp","sceneList","setModelReferencePoint","int","int sceneList::setModelReferencePoint(char *modelName, float centroidX, float centroidY,float centroidZ);","Sets the model's reference point.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",4.00,"float","centroidZ","z coordinate of centroid." "gPipe.cpp","gPipe","addFace","int","int gPipe::addFace(point3d *p1, point3d *p2, point3d *c1, point3d *c2);","Render a flat shaded 4 sided polygon by adding it to the graphic pipeline. Each of the 4 points are expressed in world coordinates.","Returns NULL if the render was successfull, otherwise a negative error code is returned and a message is posted to the log.","Input",1.00,"point3d *","p1","World coordinate of point 1" "gPipe.cpp","gPipe","addFace","int","int gPipe::addFace(point3d *p1, point3d *p2, point3d *c1, point3d *c2);","Render a flat shaded 4 sided polygon by adding it to the graphic pipeline. Each of the 4 points are expressed in world coordinates.","Returns NULL if the render was successfull, otherwise a negative error code is returned and a message is posted to the log.","Input",2.00,"point3d *","p2","World coordinate of point 2" "gPipe.cpp","gPipe","addFace","int","int gPipe::addFace(point3d *p1, point3d *p2, point3d *c1, point3d *c2);","Render a flat shaded 4 sided polygon by adding it to the graphic pipeline. Each of the 4 points are expressed in world coordinates.","Returns NULL if the render was successfull, otherwise a negative error code is returned and a message is posted to the log.","Input",3.00,"point3d *","c1","World coordinate of point 3" "gPipe.cpp","gPipe","addFace","int","int gPipe::addFace(point3d *p1, point3d *p2, point3d *c1, point3d *c2);","Render a flat shaded 4 sided polygon by adding it to the graphic pipeline. Each of the 4 points are expressed in world coordinates.","Returns NULL if the render was successfull, otherwise a negative error code is returned and a message is posted to the log.","Input",4.00,"point3d *","c2","World coordinate of point 4" "gPipe.cpp","gPipe","setPenScale","void","void gPipe::setPenScale(float scaleX, float scaleY, float scaleZ);","Sets the VRML pen scale factors.","Not Applicable","Input",1.00,"float","scaleX","A world coordinate system x axis scale factor" "gPipe.cpp","gPipe","setPenScale","void","void gPipe::setPenScale(float scaleX, float scaleY, float scaleZ);","Sets the VRML pen scale factors.","Not Applicable","Input",2.00,"float","scaleY","A world coordinate system y axis scale factor" "gPipe.cpp","gPipe","setPenScale","void","void gPipe::setPenScale(float scaleX, float scaleY, float scaleZ);","Sets the VRML pen scale factors.","Not Applicable","Input",3.00,"float","scaleZ","A world coordinate system z axis scale factor" "gPipe.cpp","gPipe","setPenXRotation","void","void gPipe::setPenXRotation(float angleRad);","Sets the VRML pen X Rotation.","Not Applicable","Input",1.00,"float","angleRad","The angle in radians" "gPipe.cpp","gPipe","setPenYRotation","void","void gPipe::setPenYRotation(float angleRad);","Sets the VRML pen Y Rotation.","Not Applicable","Input",1.00,"float","angleRad","The angle in radians" "gPipe.cpp","gPipe","setPenZRotation","void","void gPipe::setPenZRotation(float angleRad);","Sets the VRML pen Z Rotation.","Not Applicable","Input",1.00,"float","angleRad","The angle in radians" "gPipe.cpp","gPipe","setPenTranslation","void","void gPipe::setPenTranslation(float tranX, float tranY, float tranZ);","Sets the VRML pen X, Y, and Z translations.","Not Applicable","Input",1.00,"float","tranX","The x translation in VRML units." "gPipe.cpp","gPipe","setPenTranslation","void","void gPipe::setPenTranslation(float tranX, float tranY, float tranZ);","Sets the VRML pen X, Y, and Z translations.","Not Applicable","Input",2.00,"float","tranY","The y translation in VRML units." "gPipe.cpp","gPipe","setPenTranslation","void","void gPipe::setPenTranslation(float tranX, float tranY, float tranZ);","Sets the VRML pen X, Y, and Z translations.","Not Applicable","Input",3.00,"float","tranZ","The z translation in VRML units." "gPipe.cpp","gPipe","saveZBuffer","int","int gPipe::saveZBuffer(char *outputPath);","Saves the gPipe Z Buffer image to the pathname specified. The image is a 32 bit .bmp image.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"char *","outputPath","The output pathname in which the Z buffer is saved." "gPipe.cpp","gPipe","saveOutputImage","int","int gPipe::saveOutputImage(char *outputPath);","Saves the gPipe output image to the pathname indicated.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"char *","outputPath","The pathname of the output image." "gPipe.cpp","gPipe","setZBuffer","void","void gPipe::setZBuffer(int indicator);","Activates or deactivates the Z Buffer.","Not Applicable","Input",1.00,"int","indicator","If True, the Z-Buffer is activated. If False, the Z-Buffer is deactivated." "gPipe.cpp","gPipe","setLighting","void","void gPipe::setLighting(int indicator);","Activates or deactivates the lighting model.","Not Applicable","Input",1.00,"int","indicator","f True, lighting is activated. If False, lighting is deactivated." "gPipe.cpp","gPipe","addCube","void","void gPipe::addCube(float width, float height, float depth);","Render a VRML Cube shape by adding it to the graphic pipeline. The cube is rendered at the current VRML pen location and orientation.","Not Applicable","Input",1.00,"float","width","Cube width in VRML units." "gPipe.cpp","gPipe","addCube","void","void gPipe::addCube(float width, float height, float depth);","Render a VRML Cube shape by adding it to the graphic pipeline. The cube is rendered at the current VRML pen location and orientation.","Not Applicable","Input",2.00,"float","height","Cube height in VRML units." "gPipe.cpp","gPipe","addCube","void","void gPipe::addCube(float width, float height, float depth);","Render a VRML Cube shape by adding it to the graphic pipeline. The cube is rendered at the current VRML pen location and orientation.","Not Applicable","Input",3.00,"float","depth","Cube depth in VRML units." "gPipe.cpp","gPipe","addSphere","void","void gPipe::addSphere(float radius);","Render a VRML sphere shape by adding it to the graphic pipeline. The sphere is rendered at the current VRML pen location and orientation.","Not Applicable","Input",1.00,"float","radius","Circle radius in VRML units." "gPipe.cpp","gPipe","addCylTop","void","void gPipe::addCylTop(float height, float radius);","Render the top part of a VRML Cylinder shape by adding it to the graphic pipeline","Not Applicable","Input",1.00,"float","height","Image height in pixels." "gPipe.cpp","gPipe","addCylTop","void","void gPipe::addCylTop(float height, float radius);","Render the top part of a VRML Cylinder shape by adding it to the graphic pipeline","Not Applicable","Input",2.00,"float","radius","Circle radius in pixels" "gPipe.cpp","gPipe","addCylBottom","void","void gPipe::addCylBottom(float height, float radius);","Render the bottom part of a VRML Cylinder shape by adding it to the graphic pipeline","Not Applicable","Input",1.00,"float","height","Cylinder height in VRML units" "gPipe.cpp","gPipe","addCylBottom","void","void gPipe::addCylBottom(float height, float radius);","Render the bottom part of a VRML Cylinder shape by adding it to the graphic pipeline","Not Applicable","Input",2.00,"float","radius","Cylinder radius in VRML units" "gPipe.cpp","gPipe","addCylSides","void","void gPipe::addCylSides(float height, float radius);","Render the side part of a VRML Cylinder shape by adding it to the graphic pipeline","Not Applicable","Input",1.00,"float","height","Image height in pixels." "gPipe.cpp","gPipe","addCylSides","void","void gPipe::addCylSides(float height, float radius);","Render the side part of a VRML Cylinder shape by adding it to the graphic pipeline","Not Applicable","Input",2.00,"float","radius","Circle radius in pixels" "gPipe.cpp","gPipe","addConeBottom","void","void gPipe::addConeBottom(float height, float bottomRadius);","Render the bottom part of the VRML Cone shape by adding it to the graphic pipeline","Not Applicable","Input",1.00,"float","height","Cone height in VRML units." "gPipe.cpp","gPipe","addConeBottom","void","void gPipe::addConeBottom(float height, float bottomRadius);","Render the bottom part of the VRML Cone shape by adding it to the graphic pipeline","Not Applicable","Input",2.00,"float","bottomRadius","The radius of the bottom of the cone in VRML units" "gPipe.cpp","gPipe","addConeSides","void","void gPipe::addConeSides(float height, float bottomRadius);","Render the side part of the VRML Cone shape by adding it to the graphic pipeline","Not Applicable","Input",1.00,"float","height","Cone height in VRML units" "gPipe.cpp","gPipe","addConeSides","void","void gPipe::addConeSides(float height, float bottomRadius);","Render the side part of the VRML Cone shape by adding it to the graphic pipeline","Not Applicable","Input",2.00,"float","bottomRadius","The radius of the bottom of the cone in VRML units" "gPipe.cpp","gPipe","updateBoundingBox","void","void gPipe::updateBoundingBox(point3d *point);","Update the bounding box subtended by the location and orientation of all models in the VRML world by considering the point indicated.","Not Applicable","Input",1.00,"point3d *","point","The point used to update the bounding box calculation." "gPipe.cpp","gPipe","setLightSource","void","void gPipe::setLightSource(point3d *aPoint);","Sets the location of a light source to the location passed.","Not Applicable","Input",1.00,"point3d *","aPoint","The world coordinate of the light source location" "gPipe.cpp","None","QVTravelTest","int","int QVTravelTest(char *pathName);","Parses the indicated VRML world file, then calls the traverse function which traverses the VRML tree rendering portions of the tree.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"char *","pathName","The location of the VRML .wrl file to read" "MakeTextureDlg.cpp","MakeTextureDlg","DoDataExchange","void","void MakeTextureDlg::DoDataExchange(CDataExchange* pDX);","See MFC Manual","Not Applicable","Input",1.00,"CDataExchange*","pDX","See MFC Manual for details." "utils.cpp","None","statusPrint","void","void statusPrint(char *aMessage);","Displays a message on the status window located at the lower left portion of the screen. The message is also saved in the ICT log file.","Not Applicable","Input",1.00,"char *","aMessage","Message to be displayed and saved to the log." "utils.cpp","preference","getPath","char *","char *preference::getPath(int pathIndicator);","The preference object holds a number of default locations for the various types of files that are either produced by ICT or are used by ICT. Paths can be retrieved from the preference object by calling this function with the name of the path desired. The Utils.h file has a complete list of the types of paths that can be requested.","Returns the requested pathname.","Input",1.00,"int","pathIndicator","The name of the standard path being requested." "utils.cpp","preference","setPath","void","void preference::setPath(int pathIndicator, char *thePath);","Sets the indicated pathname to a new location.","Not Applicable","Input",1.00,"int","pathIndicator","The name of the path to set. See utils.h for a complete list." "utils.cpp","preference","setPath","void","void preference::setPath(int pathIndicator, char *thePath);","Sets the indicated pathname to a new location.","Not Applicable","Input",2.00,"char *","thePath","The path to set the pathname to." "utils.cpp","None","fileExists","int","int fileExists(char *pathName);","Returns TRUE if the indicated file exists. Returns FALSE if the file does not exist.","Returns TRUE if the indicated file exists. Returns FALSE if the file does not exist.","Input",1.00,"char *","pathName","The location of the file to test" "utils.cpp","None","interpolate","float","float interpolate(float desired1, float desired2, float reference1, float reference2,float referenceCurrent);","Returns an interpolated value between the range desired1 and desired2 based on the reference range and a value that is some percentage between reference 1 and reference 2.","Returns an interpolated value between the range desired1 and desired2 based on the reference range and a value that is some percentage between reference 1 and reference 2.","Input",1.00,"float","desired1","A desired value" "utils.cpp","None","interpolate","float","float interpolate(float desired1, float desired2, float reference1, float reference2,float referenceCurrent);","Returns an interpolated value between the range desired1 and desired2 based on the reference range and a value that is some percentage between reference 1 and reference 2.","Returns an interpolated value between the range desired1 and desired2 based on the reference range and a value that is some percentage between reference 1 and reference 2.","Input",2.00,"float","desired2","A desired value" "utils.cpp","None","interpolate","float","float interpolate(float desired1, float desired2, float reference1, float reference2,float referenceCurrent);","Returns an interpolated value between the range desired1 and desired2 based on the reference range and a value that is some percentage between reference 1 and reference 2.","Returns an interpolated value between the range desired1 and desired2 based on the reference range and a value that is some percentage between reference 1 and reference 2.","Input",3.00,"float","reference1","Reference value 1" "utils.cpp","None","interpolate","float","float interpolate(float desired1, float desired2, float reference1, float reference2,float referenceCurrent);","Returns an interpolated value between the range desired1 and desired2 based on the reference range and a value that is some percentage between reference 1 and reference 2.","Returns an interpolated value between the range desired1 and desired2 based on the reference range and a value that is some percentage between reference 1 and reference 2.","Input",4.00,"float","reference2","Reference value 2" "utils.cpp","None","interpolate","float","float interpolate(float desired1, float desired2, float reference1, float reference2,float referenceCurrent);","Returns an interpolated value between the range desired1 and desired2 based on the reference range and a value that is some percentage between reference 1 and reference 2.","Returns an interpolated value between the range desired1 and desired2 based on the reference range and a value that is some percentage between reference 1 and reference 2.","Input",5.00,"float","referenceCurrent","A value between reference1 and reference2" "utils.cpp","None","fPolar","float","float fPolar(float angle);","Returns an angle between 0 and 360 degrees.","Returns an angle between 0 and 360 degrees.","Input",1.00,"float","angle","The input angle in degrees." "utils.cpp","None","polarAtan","float","float polarAtan(float run, float rise);","Returns the polar angle (between 0 and 360) of the indicated line segment","Returns the polar angle (between 0 and 360) of the indicated line segment","Input",1.00,"float","run","A change in x" "utils.cpp","None","polarAtan","float","float polarAtan(float run, float rise);","Returns the polar angle (between 0 and 360) of the indicated line segment","Returns the polar angle (between 0 and 360) of the indicated line segment","Input",2.00,"float","rise","A change in y" "utils.cpp","None","bound","float","float bound(float value, float minValue, float maxValue);","Returns a value bounded by minValue and maxValue.","Returns a value bounded by minValue and maxValue.","Input",1.00,"float","value","The value to be bounded." "utils.cpp","None","bound","float","float bound(float value, float minValue, float maxValue);","Returns a value bounded by minValue and maxValue.","Returns a value bounded by minValue and maxValue.","Input",2.00,"float","minValue","Minimum allowable value" "utils.cpp","None","bound","float","float bound(float value, float minValue, float maxValue);","Returns a value bounded by minValue and maxValue.","Returns a value bounded by minValue and maxValue.","Input",3.00,"float","maxValue","Maximum allowable value" "utils.cpp","None","makePath","void","void makePath(char *currentPath, char *inPath, char *prefix, int frameCounter, char *inSuffix);","Creates an output image name by concatenating the input pathname, the prefix, the frame number and the suffix.","Not Applicable","In-Out",1.00,"char *","currentPath","The resulting pathname" "utils.cpp","None","makePath","void","void makePath(char *currentPath, char *inPath, char *prefix, int frameCounter, char *inSuffix);","Creates an output image name by concatenating the input pathname, the prefix, the frame number and the suffix.","Not Applicable","Input",2.00,"char *","inPath","The input image pathname" "utils.cpp","None","makePath","void","void makePath(char *currentPath, char *inPath, char *prefix, int frameCounter, char *inSuffix);","Creates an output image name by concatenating the input pathname, the prefix, the frame number and the suffix.","Not Applicable","Input",3.00,"char *","prefix","The filename prefix" "utils.cpp","None","makePath","void","void makePath(char *currentPath, char *inPath, char *prefix, int frameCounter, char *inSuffix);","Creates an output image name by concatenating the input pathname, the prefix, the frame number and the suffix.","Not Applicable","Input",4.00,"int","frameCounter","The current frame number." "utils.cpp","None","makePath","void","void makePath(char *currentPath, char *inPath, char *prefix, int frameCounter, char *inSuffix);","Creates an output image name by concatenating the input pathname, the prefix, the frame number and the suffix.","Not Applicable","Input",5.00,"char *","inSuffix","A suffix. c implies a true color image. g implies the green portion of a true color image." "utils.cpp","None","getPathPieces","int","int getPathPieces(char *firstImagePath, char *directory, char *fileName,char *prefix, int *frameNum, char *inSuffix);","Splits an input pathname into its component parts.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"char *","firstImagePath","Pathname to be examined." "utils.cpp","None","getPathPieces","int","int getPathPieces(char *firstImagePath, char *directory, char *fileName,char *prefix, int *frameNum, char *inSuffix);","Splits an input pathname into its component parts.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",2.00,"char *","directory","Directory portion of the pathname" "utils.cpp","None","getPathPieces","int","int getPathPieces(char *firstImagePath, char *directory, char *fileName,char *prefix, int *frameNum, char *inSuffix);","Splits an input pathname into its component parts.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",3.00,"char *","fileName","Image file name" "utils.cpp","None","getPathPieces","int","int getPathPieces(char *firstImagePath, char *directory, char *fileName,char *prefix, int *frameNum, char *inSuffix);","Splits an input pathname into its component parts.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",4.00,"char *","prefix","The filename prefix" "utils.cpp","None","getPathPieces","int","int getPathPieces(char *firstImagePath, char *directory, char *fileName,char *prefix, int *frameNum, char *inSuffix);","Splits an input pathname into its component parts.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",5.00,"int *","frameNum","The frame number." "utils.cpp","None","getPathPieces","int","int getPathPieces(char *firstImagePath, char *directory, char *fileName,char *prefix, int *frameNum, char *inSuffix);","Splits an input pathname into its component parts.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",6.00,"char *","inSuffix","The suffix." "warpparmDlg.cpp","CWarpParamDlg","DoDataExchange","void","void CWarpParamDlg::DoDataExchange(CDataExchange* pDX);",,"Not Applicable","Input",1.00,"CDataExchange*","pDX","See MFC Manual for details." "scenePreViewDlg.cpp","CScenePreviewDlg","DoDataExchange","void","void CScenePreviewDlg::DoDataExchange(CDataExchange* pDX);",,"Not Applicable","Input",1.00,"CDataExchange*","pDX","See MFC Manual for details." "scenePreViewDlg.cpp","CScenePreviewDlg","OnMove","void","void CScenePreviewDlg::OnMove(int x, int y);","Not used.","Not Applicable","Input",1.00,"int","x","x coordinate" "scenePreViewDlg.cpp","CScenePreviewDlg","OnMove","void","void CScenePreviewDlg::OnMove(int x, int y);","Not used.","Not Applicable","Input",2.00,"int","y","y coordinate" "scenePreViewDlg.cpp","sceneList","addNumber","short","short sceneList::addNumber(int aNumber);","Not used","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"int","aNumber", "shaders.cpp","None","fillRect","int","int fillRect(int x1, int y1, float i1,int x2, int y2, float i2,int x3, int y3, float i3,int x4, int y4, float i4,memImage *theImage);","Smooth shades a rectangular polygon. The rendered result is saved to the indicated image.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"int","x1","x coordinate of first point" "shaders.cpp","None","fillRect","int","int fillRect(int x1, int y1, float i1,int x2, int y2, float i2,int x3, int y3, float i3,int x4, int y4, float i4,memImage *theImage);","Smooth shades a rectangular polygon. The rendered result is saved to the indicated image.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"int","y1","y coordinate of first point" "shaders.cpp","None","fillRect","int","int fillRect(int x1, int y1, float i1,int x2, int y2, float i2,int x3, int y3, float i3,int x4, int y4, float i4,memImage *theImage);","Smooth shades a rectangular polygon. The rendered result is saved to the indicated image.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",3.00,"float","i1","Intensity of the first point" "shaders.cpp","None","fillRect","int","int fillRect(int x1, int y1, float i1,int x2, int y2, float i2,int x3, int y3, float i3,int x4, int y4, float i4,memImage *theImage);","Smooth shades a rectangular polygon. The rendered result is saved to the indicated image.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",4.00,"int","x2","x coordinate of second point" "shaders.cpp","None","fillRect","int","int fillRect(int x1, int y1, float i1,int x2, int y2, float i2,int x3, int y3, float i3,int x4, int y4, float i4,memImage *theImage);","Smooth shades a rectangular polygon. The rendered result is saved to the indicated image.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",5.00,"int","y2","y coordinate of second point" "shaders.cpp","None","fillRect","int","int fillRect(int x1, int y1, float i1,int x2, int y2, float i2,int x3, int y3, float i3,int x4, int y4, float i4,memImage *theImage);","Smooth shades a rectangular polygon. The rendered result is saved to the indicated image.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",6.00,"float","i2","Intensity of the second point" "shaders.cpp","None","fillRect","int","int fillRect(int x1, int y1, float i1,int x2, int y2, float i2,int x3, int y3, float i3,int x4, int y4, float i4,memImage *theImage);","Smooth shades a rectangular polygon. The rendered result is saved to the indicated image.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",7.00,"int","x3","x coordinate of third point" "shaders.cpp","None","fillRect","int","int fillRect(int x1, int y1, float i1,int x2, int y2, float i2,int x3, int y3, float i3,int x4, int y4, float i4,memImage *theImage);","Smooth shades a rectangular polygon. The rendered result is saved to the indicated image.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",8.00,"int","y3","y coordinate of third point" "shaders.cpp","None","fillRect","int","int fillRect(int x1, int y1, float i1,int x2, int y2, float i2,int x3, int y3, float i3,int x4, int y4, float i4,memImage *theImage);","Smooth shades a rectangular polygon. The rendered result is saved to the indicated image.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",9.00,"float","i3","Intensity of the third point" "shaders.cpp","None","fillRect","int","int fillRect(int x1, int y1, float i1,int x2, int y2, float i2,int x3, int y3, float i3,int x4, int y4, float i4,memImage *theImage);","Smooth shades a rectangular polygon. The rendered result is saved to the indicated image.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",10.00,"int","x4","x coordinate of fourth point" "shaders.cpp","None","fillRect","int","int fillRect(int x1, int y1, float i1,int x2, int y2, float i2,int x3, int y3, float i3,int x4, int y4, float i4,memImage *theImage);","Smooth shades a rectangular polygon. The rendered result is saved to the indicated image.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",11.00,"int","y4","y coordinate of fourth point" "shaders.cpp","None","fillRect","int","int fillRect(int x1, int y1, float i1,int x2, int y2, float i2,int x3, int y3, float i3,int x4, int y4, float i4,memImage *theImage);","Smooth shades a rectangular polygon. The rendered result is saved to the indicated image.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",12.00,"float","i4","Intensity of the fourth point" "shaders.cpp","None","fillRect","int","int fillRect(int x1, int y1, float i1,int x2, int y2, float i2,int x3, int y3, float i3,int x4, int y4, float i4,memImage *theImage);","Smooth shades a rectangular polygon. The rendered result is saved to the indicated image.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","In-Out",13.00,"memImage *","theImage","Output image" "shaders.cpp","memImage","fillPolyz","int","int memImage::fillPolyz(int I1x, int I1y, float I1p, float I1d,int I2x, int I2y, float I2p, float I2d,int I3x, int I3y, float I3p, float I3d,int I4x, int I4y, float I4p, float I4d,memImage *zBuffer);","Smooth shades (Gouraud) the four sided, two dimensional polygon whose vertices are supplied. The distance between each vertex and the viewpoint must be supplied in order for the Z-Buffer to operate correctly. This function can be used without the Z-Buffer by setting the zBuffer image pointer to NULL.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"int","I1x","point 1 screen x coordinate" "shaders.cpp","memImage","fillPolyz","int","int memImage::fillPolyz(int I1x, int I1y, float I1p, float I1d,int I2x, int I2y, float I2p, float I2d,int I3x, int I3y, float I3p, float I3d,int I4x, int I4y, float I4p, float I4d,memImage *zBuffer);","Smooth shades (Gouraud) the four sided, two dimensional polygon whose vertices are supplied. The distance between each vertex and the viewpoint must be supplied in order for the Z-Buffer to operate correctly. This function can be used without the Z-Buffer by setting the zBuffer image pointer to NULL.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"int","I1y","point 1 screen y coordinate" "shaders.cpp","memImage","fillPolyz","int","int memImage::fillPolyz(int I1x, int I1y, float I1p, float I1d,int I2x, int I2y, float I2p, float I2d,int I3x, int I3y, float I3p, float I3d,int I4x, int I4y, float I4p, float I4d,memImage *zBuffer);","Smooth shades (Gouraud) the four sided, two dimensional polygon whose vertices are supplied. The distance between each vertex and the viewpoint must be supplied in order for the Z-Buffer to operate correctly. This function can be used without the Z-Buffer by setting the zBuffer image pointer to NULL.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",3.00,"float","I1p","point 1 intensity" "shaders.cpp","memImage","fillPolyz","int","int memImage::fillPolyz(int I1x, int I1y, float I1p, float I1d,int I2x, int I2y, float I2p, float I2d,int I3x, int I3y, float I3p, float I3d,int I4x, int I4y, float I4p, float I4d,memImage *zBuffer);","Smooth shades (Gouraud) the four sided, two dimensional polygon whose vertices are supplied. The distance between each vertex and the viewpoint must be supplied in order for the Z-Buffer to operate correctly. This function can be used without the Z-Buffer by setting the zBuffer image pointer to NULL.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",4.00,"float","I1d","point 1 distance" "shaders.cpp","memImage","fillPolyz","int","int memImage::fillPolyz(int I1x, int I1y, float I1p, float I1d,int I2x, int I2y, float I2p, float I2d,int I3x, int I3y, float I3p, float I3d,int I4x, int I4y, float I4p, float I4d,memImage *zBuffer);","Smooth shades (Gouraud) the four sided, two dimensional polygon whose vertices are supplied. The distance between each vertex and the viewpoint must be supplied in order for the Z-Buffer to operate correctly. This function can be used without the Z-Buffer by setting the zBuffer image pointer to NULL.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",5.00,"int","I2x","point 2 screen x coordinate" "shaders.cpp","memImage","fillPolyz","int","int memImage::fillPolyz(int I1x, int I1y, float I1p, float I1d,int I2x, int I2y, float I2p, float I2d,int I3x, int I3y, float I3p, float I3d,int I4x, int I4y, float I4p, float I4d,memImage *zBuffer);","Smooth shades (Gouraud) the four sided, two dimensional polygon whose vertices are supplied. The distance between each vertex and the viewpoint must be supplied in order for the Z-Buffer to operate correctly. This function can be used without the Z-Buffer by setting the zBuffer image pointer to NULL.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",6.00,"int","I2y","point 2 screen y coordinate" "shaders.cpp","memImage","fillPolyz","int","int memImage::fillPolyz(int I1x, int I1y, float I1p, float I1d,int I2x, int I2y, float I2p, float I2d,int I3x, int I3y, float I3p, float I3d,int I4x, int I4y, float I4p, float I4d,memImage *zBuffer);","Smooth shades (Gouraud) the four sided, two dimensional polygon whose vertices are supplied. The distance between each vertex and the viewpoint must be supplied in order for the Z-Buffer to operate correctly. This function can be used without the Z-Buffer by setting the zBuffer image pointer to NULL.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",7.00,"float","I2p","point 2 intensity" "shaders.cpp","memImage","fillPolyz","int","int memImage::fillPolyz(int I1x, int I1y, float I1p, float I1d,int I2x, int I2y, float I2p, float I2d,int I3x, int I3y, float I3p, float I3d,int I4x, int I4y, float I4p, float I4d,memImage *zBuffer);","Smooth shades (Gouraud) the four sided, two dimensional polygon whose vertices are supplied. The distance between each vertex and the viewpoint must be supplied in order for the Z-Buffer to operate correctly. This function can be used without the Z-Buffer by setting the zBuffer image pointer to NULL.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",8.00,"float","I2d","point 2 distance" "shaders.cpp","memImage","fillPolyz","int","int memImage::fillPolyz(int I1x, int I1y, float I1p, float I1d,int I2x, int I2y, float I2p, float I2d,int I3x, int I3y, float I3p, float I3d,int I4x, int I4y, float I4p, float I4d,memImage *zBuffer);","Smooth shades (Gouraud) the four sided, two dimensional polygon whose vertices are supplied. The distance between each vertex and the viewpoint must be supplied in order for the Z-Buffer to operate correctly. This function can be used without the Z-Buffer by setting the zBuffer image pointer to NULL.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",9.00,"int","I3x","point 3 screen x coordinate" "shaders.cpp","memImage","fillPolyz","int","int memImage::fillPolyz(int I1x, int I1y, float I1p, float I1d,int I2x, int I2y, float I2p, float I2d,int I3x, int I3y, float I3p, float I3d,int I4x, int I4y, float I4p, float I4d,memImage *zBuffer);","Smooth shades (Gouraud) the four sided, two dimensional polygon whose vertices are supplied. The distance between each vertex and the viewpoint must be supplied in order for the Z-Buffer to operate correctly. This function can be used without the Z-Buffer by setting the zBuffer image pointer to NULL.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",10.00,"int","I3y","point 3 screen y coordinate" "shaders.cpp","memImage","fillPolyz","int","int memImage::fillPolyz(int I1x, int I1y, float I1p, float I1d,int I2x, int I2y, float I2p, float I2d,int I3x, int I3y, float I3p, float I3d,int I4x, int I4y, float I4p, float I4d,memImage *zBuffer);","Smooth shades (Gouraud) the four sided, two dimensional polygon whose vertices are supplied. The distance between each vertex and the viewpoint must be supplied in order for the Z-Buffer to operate correctly. This function can be used without the Z-Buffer by setting the zBuffer image pointer to NULL.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",11.00,"float","I3p","point 3 intensity" "shaders.cpp","memImage","fillPolyz","int","int memImage::fillPolyz(int I1x, int I1y, float I1p, float I1d,int I2x, int I2y, float I2p, float I2d,int I3x, int I3y, float I3p, float I3d,int I4x, int I4y, float I4p, float I4d,memImage *zBuffer);","Smooth shades (Gouraud) the four sided, two dimensional polygon whose vertices are supplied. The distance between each vertex and the viewpoint must be supplied in order for the Z-Buffer to operate correctly. This function can be used without the Z-Buffer by setting the zBuffer image pointer to NULL.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",12.00,"float","I3d","point 3 distance" "shaders.cpp","memImage","fillPolyz","int","int memImage::fillPolyz(int I1x, int I1y, float I1p, float I1d,int I2x, int I2y, float I2p, float I2d,int I3x, int I3y, float I3p, float I3d,int I4x, int I4y, float I4p, float I4d,memImage *zBuffer);","Smooth shades (Gouraud) the four sided, two dimensional polygon whose vertices are supplied. The distance between each vertex and the viewpoint must be supplied in order for the Z-Buffer to operate correctly. This function can be used without the Z-Buffer by setting the zBuffer image pointer to NULL.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",13.00,"int","I4x","point 4 screen x coordinate" "shaders.cpp","memImage","fillPolyz","int","int memImage::fillPolyz(int I1x, int I1y, float I1p, float I1d,int I2x, int I2y, float I2p, float I2d,int I3x, int I3y, float I3p, float I3d,int I4x, int I4y, float I4p, float I4d,memImage *zBuffer);","Smooth shades (Gouraud) the four sided, two dimensional polygon whose vertices are supplied. The distance between each vertex and the viewpoint must be supplied in order for the Z-Buffer to operate correctly. This function can be used without the Z-Buffer by setting the zBuffer image pointer to NULL.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",14.00,"int","I4y","point 4 screen y coordinate" "shaders.cpp","memImage","fillPolyz","int","int memImage::fillPolyz(int I1x, int I1y, float I1p, float I1d,int I2x, int I2y, float I2p, float I2d,int I3x, int I3y, float I3p, float I3d,int I4x, int I4y, float I4p, float I4d,memImage *zBuffer);","Smooth shades (Gouraud) the four sided, two dimensional polygon whose vertices are supplied. The distance between each vertex and the viewpoint must be supplied in order for the Z-Buffer to operate correctly. This function can be used without the Z-Buffer by setting the zBuffer image pointer to NULL.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",15.00,"float","I4p","point 4 intensity" "shaders.cpp","memImage","fillPolyz","int","int memImage::fillPolyz(int I1x, int I1y, float I1p, float I1d,int I2x, int I2y, float I2p, float I2d,int I3x, int I3y, float I3p, float I3d,int I4x, int I4y, float I4p, float I4d,memImage *zBuffer);","Smooth shades (Gouraud) the four sided, two dimensional polygon whose vertices are supplied. The distance between each vertex and the viewpoint must be supplied in order for the Z-Buffer to operate correctly. This function can be used without the Z-Buffer by setting the zBuffer image pointer to NULL.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",16.00,"float","I4d","point 4 distance" "shaders.cpp","memImage","fillPolyz","int","int memImage::fillPolyz(int I1x, int I1y, float I1p, float I1d,int I2x, int I2y, float I2p, float I2d,int I3x, int I3y, float I3p, float I3d,int I4x, int I4y, float I4p, float I4d,memImage *zBuffer);","Smooth shades (Gouraud) the four sided, two dimensional polygon whose vertices are supplied. The distance between each vertex and the viewpoint must be supplied in order for the Z-Buffer to operate correctly. This function can be used without the Z-Buffer by setting the zBuffer image pointer to NULL.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",17.00,"memImage *","zBuffer","Pointer to Z-buffer image. If zBuffer is NULL, the zBuffer is not used and the vertex distances are ignored." "shaders.cpp","None","fillTrianglez","int","int fillTrianglez(int x1, int y1, float i1, float d1,int x2, int y2, float i2, float d2,int x3, int y3, float i3, float d3,memImage *outImage, memImage *zImage);","Smooth shades a triangular polygon optionally using a Z Buffer.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"int","x1","x coordinate of first point" "shaders.cpp","None","fillTrianglez","int","int fillTrianglez(int x1, int y1, float i1, float d1,int x2, int y2, float i2, float d2,int x3, int y3, float i3, float d3,memImage *outImage, memImage *zImage);","Smooth shades a triangular polygon optionally using a Z Buffer.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"int","y1","y coordinate of first point" "shaders.cpp","None","fillTrianglez","int","int fillTrianglez(int x1, int y1, float i1, float d1,int x2, int y2, float i2, float d2,int x3, int y3, float i3, float d3,memImage *outImage, memImage *zImage);","Smooth shades a triangular polygon optionally using a Z Buffer.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",3.00,"float","i1","Intensity 1" "shaders.cpp","None","fillTrianglez","int","int fillTrianglez(int x1, int y1, float i1, float d1,int x2, int y2, float i2, float d2,int x3, int y3, float i3, float d3,memImage *outImage, memImage *zImage);","Smooth shades a triangular polygon optionally using a Z Buffer.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",4.00,"float","d1","distance between the coord and the viewpoint" "shaders.cpp","None","fillTrianglez","int","int fillTrianglez(int x1, int y1, float i1, float d1,int x2, int y2, float i2, float d2,int x3, int y3, float i3, float d3,memImage *outImage, memImage *zImage);","Smooth shades a triangular polygon optionally using a Z Buffer.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",5.00,"int","x2","x coordinate of second point" "shaders.cpp","None","fillTrianglez","int","int fillTrianglez(int x1, int y1, float i1, float d1,int x2, int y2, float i2, float d2,int x3, int y3, float i3, float d3,memImage *outImage, memImage *zImage);","Smooth shades a triangular polygon optionally using a Z Buffer.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",6.00,"int","y2","y coordinate of second point" "shaders.cpp","None","fillTrianglez","int","int fillTrianglez(int x1, int y1, float i1, float d1,int x2, int y2, float i2, float d2,int x3, int y3, float i3, float d3,memImage *outImage, memImage *zImage);","Smooth shades a triangular polygon optionally using a Z Buffer.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",7.00,"float","i2","Intensity 2" "shaders.cpp","None","fillTrianglez","int","int fillTrianglez(int x1, int y1, float i1, float d1,int x2, int y2, float i2, float d2,int x3, int y3, float i3, float d3,memImage *outImage, memImage *zImage);","Smooth shades a triangular polygon optionally using a Z Buffer.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",8.00,"float","d2","distance between the coord and the viewpoint" "shaders.cpp","None","fillTrianglez","int","int fillTrianglez(int x1, int y1, float i1, float d1,int x2, int y2, float i2, float d2,int x3, int y3, float i3, float d3,memImage *outImage, memImage *zImage);","Smooth shades a triangular polygon optionally using a Z Buffer.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",9.00,"int","x3","x coordinate of third point" "shaders.cpp","None","fillTrianglez","int","int fillTrianglez(int x1, int y1, float i1, float d1,int x2, int y2, float i2, float d2,int x3, int y3, float i3, float d3,memImage *outImage, memImage *zImage);","Smooth shades a triangular polygon optionally using a Z Buffer.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",10.00,"int","y3","y coordinate of third point" "shaders.cpp","None","fillTrianglez","int","int fillTrianglez(int x1, int y1, float i1, float d1,int x2, int y2, float i2, float d2,int x3, int y3, float i3, float d3,memImage *outImage, memImage *zImage);","Smooth shades a triangular polygon optionally using a Z Buffer.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",11.00,"float","i3","Intensity 3" "shaders.cpp","None","fillTrianglez","int","int fillTrianglez(int x1, int y1, float i1, float d1,int x2, int y2, float i2, float d2,int x3, int y3, float i3, float d3,memImage *outImage, memImage *zImage);","Smooth shades a triangular polygon optionally using a Z Buffer.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",12.00,"float","d3","distance between the coord and the viewpoint" "shaders.cpp","None","fillTrianglez","int","int fillTrianglez(int x1, int y1, float i1, float d1,int x2, int y2, float i2, float d2,int x3, int y3, float i3, float d3,memImage *outImage, memImage *zImage);","Smooth shades a triangular polygon optionally using a Z Buffer.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","In-Out",13.00,"memImage *","outImage","The output image" "shaders.cpp","None","fillTrianglez","int","int fillTrianglez(int x1, int y1, float i1, float d1,int x2, int y2, float i2, float d2,int x3, int y3, float i3, float d3,memImage *outImage, memImage *zImage);","Smooth shades a triangular polygon optionally using a Z Buffer.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","In-Out",14.00,"memImage *","zImage","Z-buffer image. If NULL, the Z Buffer is ignored. If zImage is NULL, the distances are ignored as well." "shaders.cpp","None","getLight","BYTE","BYTE getLight(point3d *p1, point3d *p2, point3d *c1, point3d *c2);","Returns the light value produced by the Lambertian lighting model based on the orientation of the indicated planar surface.","Returns the light value produced by the Lambertian lighting model based on the orientation of the indicated planar surface.","Input",1.00,"point3d *","p1","World coordinate of point 1" "shaders.cpp","None","getLight","BYTE","BYTE getLight(point3d *p1, point3d *p2, point3d *c1, point3d *c2);","Returns the light value produced by the Lambertian lighting model based on the orientation of the indicated planar surface.","Returns the light value produced by the Lambertian lighting model based on the orientation of the indicated planar surface.","Input",2.00,"point3d *","p2","World coordinate of point 2" "shaders.cpp","None","getLight","BYTE","BYTE getLight(point3d *p1, point3d *p2, point3d *c1, point3d *c2);","Returns the light value produced by the Lambertian lighting model based on the orientation of the indicated planar surface.","Returns the light value produced by the Lambertian lighting model based on the orientation of the indicated planar surface.","Input",3.00,"point3d *","c1","World coordinate of point 3" "shaders.cpp","None","getLight","BYTE","BYTE getLight(point3d *p1, point3d *p2, point3d *c1, point3d *c2);","Returns the light value produced by the Lambertian lighting model based on the orientation of the indicated planar surface.","Returns the light value produced by the Lambertian lighting model based on the orientation of the indicated planar surface.","Input",4.00,"point3d *","c2","World coordinate of point 4" "tween.cpp","None","createTweenableShapes","int","int createTweenableShapes(shape3d *inShape1, shape3d *inShape2,shape3d **outShapeA, shape3d **outShapeB);","Construct boundaries equivalent to inShape1 and inShape2 such that the number of vertices in outShapeA is equal to the number of vertices in outShapeB.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"shape3d *","inShape1","Input boundary1" "tween.cpp","None","createTweenableShapes","int","int createTweenableShapes(shape3d *inShape1, shape3d *inShape2,shape3d **outShapeA, shape3d **outShapeB);","Construct boundaries equivalent to inShape1 and inShape2 such that the number of vertices in outShapeA is equal to the number of vertices in outShapeB.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"shape3d *","inShape2","Input boundary2" "tween.cpp","None","createTweenableShapes","int","int createTweenableShapes(shape3d *inShape1, shape3d *inShape2,shape3d **outShapeA, shape3d **outShapeB);","Construct boundaries equivalent to inShape1 and inShape2 such that the number of vertices in outShapeA is equal to the number of vertices in outShapeB.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",3.00,"shape3d **","outShapeA","The tweened boundary of rotoscoped image A" "tween.cpp","None","createTweenableShapes","int","int createTweenableShapes(shape3d *inShape1, shape3d *inShape2,shape3d **outShapeA, shape3d **outShapeB);","Construct boundaries equivalent to inShape1 and inShape2 such that the number of vertices in outShapeA is equal to the number of vertices in outShapeB.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",4.00,"shape3d **","outShapeB","The tweened boundary of rotoscoped image A" "tween.cpp","None","tweenShape","int","int tweenShape(float fraction, shape3d **outShape, shape3d *shape1, shape3d *shape2);","Construct a new boundary that is a fractional combination of shape1 and shape2.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"float","fraction","A value between 0 and 1" "tween.cpp","None","tweenShape","int","int tweenShape(float fraction, shape3d **outShape, shape3d *shape1, shape3d *shape2);","Construct a new boundary that is a fractional combination of shape1 and shape2.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",2.00,"shape3d *","*outShape","The tweened output shape." "tween.cpp","None","tweenShape","int","int tweenShape(float fraction, shape3d **outShape, shape3d *shape1, shape3d *shape2);","Construct a new boundary that is a fractional combination of shape1 and shape2.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",3.00,"shape3d *","shape1","Boundary 1" "tween.cpp","None","tweenShape","int","int tweenShape(float fraction, shape3d **outShape, shape3d *shape1, shape3d *shape2);","Construct a new boundary that is a fractional combination of shape1 and shape2.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",4.00,"shape3d *","shape2","Boundary 2. Must have the same number of vertices as boundary 1" "tween.cpp","shape3d","insertVertexAfter","int","int shape3d::insertVertexAfter(int index, float x, float y, float z);","Insert a world vertex after the index-th vertex. This function assumes that there is enough room in the existing shape to accomodate a new world vertex. If there is not enough room in the shape to accomodate the new vertex, an error results. index is a zero relative location after which the new vertex is to be added.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"int","index","A zero relative location after which the new vertex is to be added" "tween.cpp","shape3d","insertVertexAfter","int","int shape3d::insertVertexAfter(int index, float x, float y, float z);","Insert a world vertex after the index-th vertex. This function assumes that there is enough room in the existing shape to accomodate a new world vertex. If there is not enough room in the shape to accomodate the new vertex, an error results. index is a zero relative location after which the new vertex is to be added.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"float","x","World x coordinate" "tween.cpp","shape3d","insertVertexAfter","int","int shape3d::insertVertexAfter(int index, float x, float y, float z);","Insert a world vertex after the index-th vertex. This function assumes that there is enough room in the existing shape to accomodate a new world vertex. If there is not enough room in the shape to accomodate the new vertex, an error results. index is a zero relative location after which the new vertex is to be added.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",3.00,"float","y","World y coordinate" "tween.cpp","shape3d","insertVertexAfter","int","int shape3d::insertVertexAfter(int index, float x, float y, float z);","Insert a world vertex after the index-th vertex. This function assumes that there is enough room in the existing shape to accomodate a new world vertex. If there is not enough room in the shape to accomodate the new vertex, an error results. index is a zero relative location after which the new vertex is to be added.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",4.00,"float","z","World z coordinate" "tween.cpp","shape3d","copyAndExpand","shape3d *","shape3d *shape3d::copyAndExpand(int numAddedVertices);","Creates a new shape object that has an expanded number of vertices.","Returns a new shape object with the expanded number of vertices.","Input",1.00,"int","numAddedVertices","Number of vertices to expand the shape by." "tween.cpp","None","tweenImage","int","int tweenImage(float aFraction,memImage *inImageA, memImage *inImageB,char *imagePath, char *shapePath);","Morph two images. The morphed output image is a fractional blending of the boundary of images A and B and the image intensities of image A and image B.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"float","aFraction","Value between 0 and 1." "tween.cpp","None","tweenImage","int","int tweenImage(float aFraction,memImage *inImageA, memImage *inImageB,char *imagePath, char *shapePath);","Morph two images. The morphed output image is a fractional blending of the boundary of images A and B and the image intensities of image A and image B.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"memImage *","inImageA","The input A image" "tween.cpp","None","tweenImage","int","int tweenImage(float aFraction,memImage *inImageA, memImage *inImageB,char *imagePath, char *shapePath);","Morph two images. The morphed output image is a fractional blending of the boundary of images A and B and the image intensities of image A and image B.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",3.00,"memImage *","inImageB","The inptu B image" "tween.cpp","None","tweenImage","int","int tweenImage(float aFraction,memImage *inImageA, memImage *inImageB,char *imagePath, char *shapePath);","Morph two images. The morphed output image is a fractional blending of the boundary of images A and B and the image intensities of image A and image B.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","In-Out",4.00,"char *","imagePath","The output image file name." "tween.cpp","None","tweenImage","int","int tweenImage(float aFraction,memImage *inImageA, memImage *inImageB,char *imagePath, char *shapePath);","Morph two images. The morphed output image is a fractional blending of the boundary of images A and B and the image intensities of image A and image B.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","In-Out",5.00,"char *","shapePath","The output shape file pathname" "tween.cpp","None","tweenMesh","int","int tweenMesh(float aFraction,memImage *aTexture, memImage *aX, memImage *aY,memImage * aZ,memImage *bTexture, memImage *bX, memImage *bY,memImage * bZ,memImage *oTexture, memImage *oX, memImage *oY,memImage * oZ);","Morph two quad meshes together. Both meshes must have the same number of rows and columns.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"float","aFraction","Value between 0 and 1." "tween.cpp","None","tweenMesh","int","int tweenMesh(float aFraction,memImage *aTexture, memImage *aX, memImage *aY,memImage * aZ,memImage *bTexture, memImage *bX, memImage *bY,memImage * bZ,memImage *oTexture, memImage *oX, memImage *oY,memImage * oZ);","Morph two quad meshes together. Both meshes must have the same number of rows and columns.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"memImage *","aTexture","Texture image a" "tween.cpp","None","tweenMesh","int","int tweenMesh(float aFraction,memImage *aTexture, memImage *aX, memImage *aY,memImage * aZ,memImage *bTexture, memImage *bX, memImage *bY,memImage * bZ,memImage *oTexture, memImage *oX, memImage *oY,memImage * oZ);","Morph two quad meshes together. Both meshes must have the same number of rows and columns.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",3.00,"memImage *","aX","x surface image A" "tween.cpp","None","tweenMesh","int","int tweenMesh(float aFraction,memImage *aTexture, memImage *aX, memImage *aY,memImage * aZ,memImage *bTexture, memImage *bX, memImage *bY,memImage * bZ,memImage *oTexture, memImage *oX, memImage *oY,memImage * oZ);","Morph two quad meshes together. Both meshes must have the same number of rows and columns.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",4.00,"memImage *","aY","y surface image A" "tween.cpp","None","tweenMesh","int","int tweenMesh(float aFraction,memImage *aTexture, memImage *aX, memImage *aY,memImage * aZ,memImage *bTexture, memImage *bX, memImage *bY,memImage * bZ,memImage *oTexture, memImage *oX, memImage *oY,memImage * oZ);","Morph two quad meshes together. Both meshes must have the same number of rows and columns.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",5.00,"memImage*","aZ","z surface image A" "tween.cpp","None","tweenMesh","int","int tweenMesh(float aFraction,memImage *aTexture, memImage *aX, memImage *aY,memImage * aZ,memImage *bTexture, memImage *bX, memImage *bY,memImage * bZ,memImage *oTexture, memImage *oX, memImage *oY,memImage * oZ);","Morph two quad meshes together. Both meshes must have the same number of rows and columns.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",6.00,"memImage *","bTexture","Texture image b" "tween.cpp","None","tweenMesh","int","int tweenMesh(float aFraction,memImage *aTexture, memImage *aX, memImage *aY,memImage * aZ,memImage *bTexture, memImage *bX, memImage *bY,memImage * bZ,memImage *oTexture, memImage *oX, memImage *oY,memImage * oZ);","Morph two quad meshes together. Both meshes must have the same number of rows and columns.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",7.00,"memImage *","bX","x surface image B" "tween.cpp","None","tweenMesh","int","int tweenMesh(float aFraction,memImage *aTexture, memImage *aX, memImage *aY,memImage * aZ,memImage *bTexture, memImage *bX, memImage *bY,memImage * bZ,memImage *oTexture, memImage *oX, memImage *oY,memImage * oZ);","Morph two quad meshes together. Both meshes must have the same number of rows and columns.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",8.00,"memImage *","bY","y surface image B" "tween.cpp","None","tweenMesh","int","int tweenMesh(float aFraction,memImage *aTexture, memImage *aX, memImage *aY,memImage * aZ,memImage *bTexture, memImage *bX, memImage *bY,memImage * bZ,memImage *oTexture, memImage *oX, memImage *oY,memImage * oZ);","Morph two quad meshes together. Both meshes must have the same number of rows and columns.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",9.00,"memImage","bZ","z surface image B" "tween.cpp","None","tweenMesh","int","int tweenMesh(float aFraction,memImage *aTexture, memImage *aX, memImage *aY,memImage * aZ,memImage *bTexture, memImage *bX, memImage *bY,memImage * bZ,memImage *oTexture, memImage *oX, memImage *oY,memImage * oZ);","Morph two quad meshes together. Both meshes must have the same number of rows and columns.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",10.00,"memImage *","oTexture","The output morped texture image" "tween.cpp","None","tweenMesh","int","int tweenMesh(float aFraction,memImage *aTexture, memImage *aX, memImage *aY,memImage * aZ,memImage *bTexture, memImage *bX, memImage *bY,memImage * bZ,memImage *oTexture, memImage *oX, memImage *oY,memImage * oZ);","Morph two quad meshes together. Both meshes must have the same number of rows and columns.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",11.00,"memImage *","oX","The output morphed x surface image" "tween.cpp","None","tweenMesh","int","int tweenMesh(float aFraction,memImage *aTexture, memImage *aX, memImage *aY,memImage * aZ,memImage *bTexture, memImage *bX, memImage *bY,memImage * bZ,memImage *oTexture, memImage *oX, memImage *oY,memImage * oZ);","Morph two quad meshes together. Both meshes must have the same number of rows and columns.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",12.00,"memImage *","oY","The output morphed y surface image" "tween.cpp","None","tweenMesh","int","int tweenMesh(float aFraction,memImage *aTexture, memImage *aX, memImage *aY,memImage * aZ,memImage *bTexture, memImage *bX, memImage *bY,memImage * bZ,memImage *oTexture, memImage *oX, memImage *oY,memImage * oZ);","Morph two quad meshes together. Both meshes must have the same number of rows and columns.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",13.00,"memImage","oZ","The output morphed z surface image" "tween.cpp","None","getRowIntervals","int","int getRowIntervals(memImage *anImage, int row, int *intervalList, int *numIntervals);","Examine the indicated row in the image and detect the intervals of non zero pixels.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",1.00,"memImage *","anImage","an image to be examined" "tween.cpp","None","getRowIntervals","int","int getRowIntervals(memImage *anImage, int row, int *intervalList, int *numIntervals);","Examine the indicated row in the image and detect the intervals of non zero pixels.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",2.00,"int","row","The image row (scan line) to examine." "tween.cpp","None","getRowIntervals","int","int getRowIntervals(memImage *anImage, int row, int *intervalList, int *numIntervals);","Examine the indicated row in the image and detect the intervals of non zero pixels.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",3.00,"int *","intervalList","A list of scan line intervals (an interval is a starting coordinate and an ending coordinate)." "tween.cpp","None","getRowIntervals","int","int getRowIntervals(memImage *anImage, int row, int *intervalList, int *numIntervals);","Examine the indicated row in the image and detect the intervals of non zero pixels.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Output",4.00,"int *","numIntervals","The number of intervals detected" "tween.cpp","None","getTotalIntervalLength","int","int getTotalIntervalLength(int *intervalList, int numIntervals);","Returns the sum of the lengths of each interval in the interval list.","Returns the sum of the lengths of each interval in the interval list.","Input",1.00,"int *","intervalList","A list of scan line intervals (an interval is a starting coordinate and an ending coordinate)." "tween.cpp","None","getTotalIntervalLength","int","int getTotalIntervalLength(int *intervalList, int numIntervals);","Returns the sum of the lengths of each interval in the interval list.","Returns the sum of the lengths of each interval in the interval list.","Input",2.00,"int","numIntervals","The number of intervals in the list." "tween.cpp","None","indexToCoord","int","int indexToCoord(int index, int *intervalList, int numIntervals);","Returns the coordinate corresponding to the index th location in the interval list.","Returns the coordinate corresponding to the index th location in the interval list.","Input",1.00,"int","index","A number between 1 and the total length of the intervals in the interval list" "tween.cpp","None","indexToCoord","int","int indexToCoord(int index, int *intervalList, int numIntervals);","Returns the coordinate corresponding to the index th location in the interval list.","Returns the coordinate corresponding to the index th location in the interval list.","Input",2.00,"int *","intervalList","A list of scan line intervals (an interval is a starting coordinate and an ending coordinate)." "tween.cpp","None","indexToCoord","int","int indexToCoord(int index, int *intervalList, int numIntervals);","Returns the coordinate corresponding to the index th location in the interval list.","Returns the coordinate corresponding to the index th location in the interval list.","Input",3.00,"int","numIntervals","The number of intervals" "MotionBlurDialog.cpp","MotionBlurDialog","DoDataExchange","void","void MotionBlurDialog::DoDataExchange(CDataExchange* pDX);","See a MFC manual for more details.","Not Applicable","Input",1.00,"CDataExchange*","pDX","See MFC manual for details." "MorphDialog.cpp","CMorphDialog","DoDataExchange","void","void CMorphDialog::DoDataExchange(CDataExchange* pDX);",,"Not Applicable","Input",1.00,"CDataExchange*","pDX","See MFC Manual for details." "vector.cpp","None","getNormal1","void","void getNormal1(float x0, float y0, float z0, float x1, float y1, float z1, float x2, float y2, float z2, float *xN, float *yN, float *zN);","Returns the vector normal from three input points.","Not Applicable","Input",,"float","x2","y coordinate of third point" "model.cpp","sceneList","addSceneElement","int","int sceneList::addSceneElement(char *mdName, char * fName, int blendI,int theType, int warpI, float aScale,point3d *rt,point3d *sc, point3d *tr, char *motionPath, char *theAlphaPath,int theSortLayer, RGBTRIPLE anAdjustment, char *adjustmentType, char *colorAdjustedPath,int definedRefPt, point3d *refPoint);","Adds a scene element (also called a model) to a scene list. This function is called once for each model in the scene file.","Returns NULL if successful, else an error message is posted to the log.","Input",,,"sortLayer","Not used" "render.cpp","None","maskFromShape","int","int maskFromShape(shape3d *inShape, memImage *maskImage);","Creates a mask image from the two dimensional boundary described in the shape object. This function is used by the tweenImage procedure to create morph sequences.","Returns NULL if the operation was successful. Otherwise a message is posted to the log.","Input",,"shape3d *","inshape","A shape object containing the two dimensional world coordinate boundary to be converted." "render.cpp","None","maskFromShape","int","int maskFromShape(shape3d *inShape, memImage *maskImage);","Creates a mask image from the two dimensional boundary described in the shape object. This function is used by the tweenImage procedure to create morph sequences.","Returns NULL if the operation was successful. Otherwise a message is posted to the log.","In-Out",,"memImage *","maskImage","An 8 bit per pixel memImage object to contain the mask image." "memImage32.cpp","memImage","getBoundingBox","int","int memImage::getBoundingBox(int *xBeg, int *xEnd, int *yBeg, int *yEnd);","Returns the bounding box of the contents of an image. Used with rotoscoped images to find the bounding box and subsequently the centroid of what remains of the image after rotoscoping.","The bounding box of the image contents.","Output",,"int *","xBeg","Beginning x coordinate of bounding box." "memImage32.cpp","memImage","getBoundingBox","int","int memImage::getBoundingBox(int *xBeg, int *xEnd, int *yBeg, int *yEnd);","Returns the bounding box of the contents of an image. Used with rotoscoped images to find the bounding box and subsequently the centroid of what remains of the image after rotoscoping.","The bounding box of the image contents.","Output",,"int *","xEnd","Ending x coordinate of bounding box." "memImage32.cpp","memImage","getBoundingBox","int","int memImage::getBoundingBox(int *xBeg, int *xEnd, int *yBeg, int *yEnd);","Returns the bounding box of the contents of an image. Used with rotoscoped images to find the bounding box and subsequently the centroid of what remains of the image after rotoscoping.","The bounding box of the image contents.","Output",,"int *","yBeg","Beginning y coordinate of bounding box." "memImage32.cpp","memImage","getBoundingBox","int","int memImage::getBoundingBox(int *xBeg, int *xEnd, int *yBeg, int *yEnd);","Returns the bounding box of the contents of an image. Used with rotoscoped images to find the bounding box and subsequently the centroid of what remains of the image after rotoscoping.","The bounding box of the image contents.","Output",,"int *","yEnd","Ending y coordinate of bounding box." "memImage32.cpp","memImage","copy8To24","int","int copy8To24(memImage *outImage);","Copies an 8 bit image to a monochrome 24 bit image","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","In-Out",,"memImage *","outImage","The 24 bit image to be copied to." "render.cpp","None","renderMesh","int","int renderMesh(char *outputImagePath, memImage *textureImage,memImage *xImage, memImage *yImage, memImage *zImage, tMatrix *aMatrix);","Renders a quadrilateral mesh model.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",,"char *","outputImagePath","The pathname of the output image" "render.cpp","None","renderMesh","int","int renderMesh(char *outputImagePath, memImage *textureImage,memImage *xImage, memImage *yImage, memImage *zImage, tMatrix *aMatrix);","Renders a quadrilateral mesh model.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",,"memImage *","textureImage","The quad mesh texture image" "render.cpp","None","renderMesh","int","int renderMesh(char *outputImagePath, memImage *textureImage,memImage *xImage, memImage *yImage, memImage *zImage, tMatrix *aMatrix);","Renders a quadrilateral mesh model.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",,"memImage *","xImage","The quad mesh x coordinate image" "render.cpp","None","renderMesh","int","int renderMesh(char *outputImagePath, memImage *textureImage,memImage *xImage, memImage *yImage, memImage *zImage, tMatrix *aMatrix);","Renders a quadrilateral mesh model.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",,"memImage *","yImage","The quad mesh y coordinate image" "render.cpp","None","renderMesh","int","int renderMesh(char *outputImagePath, memImage *textureImage,memImage *xImage, memImage *yImage, memImage *zImage, tMatrix *aMatrix);","Renders a quadrilateral mesh model.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",,"memImage *","zImage","The quad mesh z coordinate image" "render.cpp","None","renderMesh","int","int renderMesh(char *outputImagePath, memImage *textureImage,memImage *xImage, memImage *yImage, memImage *zImage, tMatrix *aMatrix);","Renders a quadrilateral mesh model.","Returns NULL if the operation was successful. Else a non-zero error code is returned and an informative message is posted to the log.","Input",,"tMatrix *","aMatrix","The transformation matrix to apply to the mesh prior to rendering"