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Table of Contents

1. Introduction
1.1 Object Orientation - more than just a buzzword
1.2 Multi-everything
2. The Core Objects
2.1 The Root object
2.2 The RenderSystem object
2.3 The SceneManager object
2.4 The ResourceManager Objects
2.5 The Mesh Object
2.6 Entities
2.7 Materials
2.8 Overlays
3. Scripts
3.1 Material Scripts
3.1.1 Techniques
3.1.2 Passes
3.1.3 Texture Units
3.1.4 Declaring Vertex and Fragment Programs
3.1.5 Using Vertex and Fragment Programs in a Pass
3.1.6 Copying Materials
3.2 Compositor Scripts
3.2.1 Techniques
3.2.2 Target Passes
3.2.3 Compositor Passes
3.2.4 Applying a Compositor
3.3 Particle Scripts
3.3.1 Particle System Attributes
3.3.2 Particle Emitters
3.3.3 Particle Emitter Attributes
3.3.4 Standard Particle Emitters
3.3.5 Particle Affectors
3.3.6 Standard Particle Affectors
3.4 Overlay Scripts
3.4.1 OverlayElement Attributes
3.4.2 Standard OverlayElements
3.5 Font Definition Scripts
4. Mesh Tools
4.1 Exporters
4.2 XmlConverter
4.3 MeshUpgrader
5. Hardware Buffers
5.1 The Hardware Buffer Manager
5.2 Buffer Usage
5.3 Shadow Buffers
5.4 Locking buffers
5.5 Practical Buffer Tips
5.6 Hardware Vertex Buffers
5.6.1 The VertexData class
5.6.2 Vertex Declarations
5.6.3 Vertex Buffer Bindings
5.6.4 Updating Vertex Buffers
5.7 Hardware Index Buffers
5.7.1 The IndexData class
5.7.2 Updating Index Buffers
5.8 Hardware Pixel Buffers
5.8.1 Textures
5.8.2 Updating Pixel Buffers
5.8.3 Texture Types
5.8.4 Pixel Formats
5.8.5 Pixel boxes
6. External Texture Sources
7. Shadows
7.1 Stencil Shadows
7.2 Texture-based Shadows
7.3 Modulative Shadows
7.4 Additive Light Masking
8. Animation
8.1 Skeletal Animation
8.2 Animation State
8.3 Vertex Animation
8.3.1 Morph Animation
8.3.2 Pose Animation
8.3.3 Combining Skeletal and Vertex Animation
8.4 SceneNode Animation
8.5 Numeric Value Animation


This document was generated by steve on June 11 2006 using texi2html