-
- How to Use Fog in Cosmo 3D Applications
- actions
- Scene Graph Actions
- Applying Actions to Multiple Root Nodes
- addChild()
- Creating Scene Graphs
- ambient color
- Material Settings
- animate
- Sensors
- animation, creating
- Setting Cycle Duration
- application, simple
- Cosmo 3D Sample Application
- aspect ratio
- csCamera
- atmospheric effects, See fog
- Uses of Fog in Cosmo 3D Applications
- attribute
- Creating csGeoSet Objects
- csGeoSet Attributes
- indexing
- Indexing Attributes
- setting
- Setting Attribute Bindings
- specifying
- Specifying Attributes
- base classes
- Understanding a Cosmo 3D Scene Graph
- binding
- Setting Attribute Bindings
- Attribute Bindings
- BLEND
- Transparency Settings
- BLEND_TENV
- Texture Environment Settings
- bounding shape
- Bounding Volumes
- camera
- csCamera
- ortho
- csOrthoCamera
- perspective
- csPerspCamera
- cleanFields()
- Cleaning the csContext Fields
- clip plane
- Setting the Clip Planes
- compile, scene graph
- Compiling Part of a Scene Graph
- coordIndices
- Indexing Attributes
- Cosmo 3D
- Getting Started with Cosmo 3D
- csAction
- csAction
- csAppearance
- Minimize Use of csAppearance Modes
- Creating Geometries
- The csAppearance Class
- Scene Graph for Cube.cxx
- csArray
- Array Classes
- csArrayField
- csArrayField
- csAtomField
- csAtomField
- csAudioClip
- How to Play a Sound File
- csAudioSamples
- Overview
- Specifying Audio Files
- csBillboard
- Group Node Types
- csBound
- Bounding Volumes
- csBox
- Using Large Geometries
- csCamera
- csCamera
- csColorInterpolator
- csColorInterpolator
- Engine Types
- csCompileAction
- Action Types
- Compiling Part of a Scene Graph
- Action Types
- csCone
- Using Large Geometries
- Classes defining Geometric Objects
- csContainer
- The csContainer Class
- csContext
- Creating Geometries
- csContext Overview
- csContext
- Multiprocessing
- Minimize Use of csAppearance Fields
- csCoordinateInterpolator
- csCoordinateInterpolator
- Engine Types
- Engine Types
- csCube
- Using Large Geometries
- csCylinder
- Using Large Geometries
- csData
- Data Class
- Data Class
- Data Class
- csDepthFunc()
- Overriding the Default Order of Layering Shapes
- csDirectionalLight
- csDirectionalLight
- Leaf Nodes
- csDrawAction
- Action Types
- Rendering World Space
- Rendering the Scene
- csEngine
- Engines
- csEnvironment
- csFog
- How to Use Fog in Cosmo 3D Applications
- csEnvironment
- Group Node Types
- csEnvironment Methods
- Limiting the Scope of Lights
- The csEnvironment Classes
- csField
- The csField Class
- csField
- csFieldInfo
- csFieldInfo
- csFog
- fields
- How to Use Fog in Cosmo 3D Applications
- csFog
- How to Use Fog in Cosmo 3D Applications
- csFrustum
- csFrustumCamera
- csFrustum
- csFrustumCamera
- csFrustumCamera
- csGeoMath.h
- csFrustumCamera
- csGeometry
- Using csAppearance
- Creating Geometries
- Classes defining Geometric Objects
- The csGeometry Class
- Scene Graph for Cube.cxx
- csGeoSet
- Creating csGeoSet Objects
- Indexing csGeoSet Attributes
- Classes defining Geometric Objects
- Cosmo 3D-Derived csGeoSet Objects
- csGroup
- Root Node
- The csGroup Class
- csHit
- Storing Selected Screen Objects
- csIndexedFaceSet
- Using csIndexedFaceSet
- csIntArray
- Array Methods
- csInterpolator
- Engines that Interpolate Values
- Engine Types
- csIsectAction
- Using csIsectAction
- Action Types
- Selecting Screen Objects
- csLight
- csLight
- Leaf Nodes
- csLineSet
- Using csLineSet
- Using csIndexedLineSet
- csLineStripSet
- Using csLineStripSet
- csGeoSet Attributes
- csLOD
- Level of Detail Reduced for Performance
- Group Node Types
- transition between child nodes
- Transitioning Between Levels of Detail
- csMaterial
- Material Settings
- csMatrix4f
- Cosmo 3D Matrices
- csMField
- csMField
- csMorphEng
- csMorphEng
- csMorphEng
- csMorphEng
- csMorphEng
- csMorphEng3f
- csMorphEng3f and csMorphEng4f
- csMorphEng4f
- csMorphEng3f and csMorphEng4f
- csMorphEngine
- Keys and Key Values
- csMorphVec3f
- Engine Types
- csNode
- The csNode Class
- csNormalInterpolator
- Engine Types
- Engine Types
- csNormalInterpolator
- csObject
- The csObject Class
- csOrientationInterpolator
- Engine Types
- Engine Types
- csOrientationInterpolator
- csOrthoCamera
- csOrthoCamera
- csPerspCamera
- csPerspCamera
- csPlane
- csPlane
- csPlaneSensor
- csPlaneSensor
- csPlaneSensor event
- csPlaneSensor Events
- csPlaneSensor, limiting
- Limiting Translations
- csPlaneSensor, offset
- csPlaneSensor Offsets
- csPlaneSensor, updating
- Updating csPlaneSensor
- csPointLight
- csPointLight
- Leaf Nodes
- csPointSet
- Using csPointSet
- csGeoSet Attributes
- csPolySet
- Using csPolySet
- csGeoSet Attributes
- csPositionInterpolator
- Engine Types
- csPositionInterpolator
- Engine Types
- csQuadSet
- Using csQuadSet
- csScalarInterpolator
- Engine Types
- csScalarInterpolator
- Engine Types
- csSeg
- csPlane
- csSeg
- csSelectorEng
- csSelectorEng3F and csSelectorEng4F
- csShape
- csShape
- csShape
- The csShape Class
- Scene Graph for Cube.cxx
- csSound
- Adding Sounds To Virtual Worlds
- fields
- csSound Fields
- csSoundAction
- Action Types
- Adding Sounds To Virtual Worlds
- Playing Sound Files
- csSoundPlayer
- methods
- csSoundPlayer Methods
- csSoundPlayer
- csSoundPlayer Methods
- csSphere
- Using Large Geometries
- Classes defining Geometric Objects
- csSphereBound
- Bounding Volumes
- csSphereSensor
- csSphereSensor
- csSphereSensor, scope
- Scope of csSphereSensor
- csSphereSensor, updating
- Updating csSphereSensor
- csSpline
- csSpline
- Engine Types
- csSpotLight
- Leaf Nodes
- csSwitch
- Using csSwitch to Switch Between Nodes
- Group Node Types
- csTexGen
- Setting the csTexGen Mode
- csTexture
- Specifying a Texture Image
- csThread
- Creating Threads
- csTimeSensor
- csTimeSensor
- csTimeSensor, active or not
- isActive
- csTimeSensors, updating
- Updating csTimeSensor
- csTouchSensor
- csTouchSensor
- csTouchSensor, scope of
- Scope of csTouchSensor
- csTransform
- The csTransform Class
- Transforming Shapes to New Locations, Sizes, and Orientations
- Group Node Types
- csTransformEng
- Engine Types
- Engine Types
- Engine Types
- csTransformEng
- csTriSet
- Using csTriSet
- csTriStripSet
- Using csTriStripSet
- csGeoSet Attributes
- Using csTriSet
- csVec2f
- Vector Methods
- csVec3f
- Vector Methods
- csVec3s
- Vector Methods
- csVec3s
- csVec4f
- Vector Methods
- csVec4ub
- csVec4ub Methods
- csWindow
- User Interface Mechanisms
- Multiprocessing
- Creating the User Interface
- using a portion of
- Setting the Screen Display of the Scene
- csWindow, updating sensors
- Updating with csWindow
- Updating with csWindow
- cube.cxx
- Cosmo 3D Sample Application
- cull
- view frustum, culling
- Culling the View Frustum
- cull
- Face Culling
- sides of geometries
- Face Culling
- depth, sense of
- Creating a Sense of Depth
- depth-cuing, See fog
- Uses of Fog in Cosmo 3D Applications
- DepthFuncEnum
- Overriding the Default Order of Layering Shapes
- Overriding the Default Order of Layering Shapes
- diffuse
- Material Settings
- dirty fields
- Cleaning the csContext Fields
- emissive color
- Material Settings
- enableDirtyFieldTracking()
- Cleaning the csContext Fields
- engine
- Engines
- engine, connecting
- Connecting Engines to Other Nodes
- engine, input and output
- Input and Output Fields
- engine, terminology
- Interpolator Engine Terminology
- event
- touchTime
- csTouchSensor Output
- event, hitNormal
- csTouchSensor Output
- event, hitPoint
- csTouchSensor Output
- event, hitTexCoord
- csTouchSensor Output
- event, isOver
- csTouchSensor Output
- event, rotation and trackPoint
- csSphereSensor Events
- event, trackPoint
- Unclamped Translations
- exit()
- Thread Parameters
- EYE_LINEAR
- Setting the csTexGen Mode
- far clip plane
- Setting the Clip Planes
- FAST
- Transparency Settings
- FAST_TEX
- Texture Mode Settings
- fields
- setting
- Setting the Values in Scene Graph Nodes
- field classes
- Field Classes
- field, multiple values
- Single-Item and Multi-Item Fields
- field, single value
- Single-Item and Multi-Item Fields
- fields
- Field Access
- fields of view
- Offsetting the Fields of View
- fields, dirty
- Cleaning the csContext Fields
- FILL_PMODE
- Filling Geometries
- FLAT_TEX
- Shade Model Settings
- flight simulation
- fog, use of
- Uses of Fog in Cosmo 3D Applications
- fog
- How to Use Fog in Cosmo 3D Applications
- fog
- Uses of Fog in Cosmo 3D Applications
- example program
- How to Use Fog
- FOV
- Offsetting the Fields of View
- fractionChanged
- Fraction Changed Event
- frustum
- csFrustum
- Culling the View Frustum
- frustum culling
- Culling the View Frustum
- geometry
- ready-made
- Using Large Geometries
- geometry
- csContext Overview
- placing in a scene
- Placing Shapes in a Scene
- graphics state
- State Machine
- group node
- Group Nodes
- haze, See fog
- Uses of Fog in Cosmo 3D Applications
- hitNormal event
- csTouchSensor Output
- hitPoint event
- csTouchSensor Output
- hitTexCoord event
- csTouchSensor Output
- insertChild()
- Altering Scene Graphs
- interface
- User Interface Mechanisms
- isOver event
- csTouchSensor Output
- key
- Keys and Key Values
- key
- Interpolator Engine Terminology
- key value
- Interpolator Engine Terminology
- Keys and Key Values
- layering shapes
- Overriding the Default Order of Layering Shapes
- level of detail
- Level of Detail Reduced for Performance
- light, setting boundaries for
- Limiting the Scope of Lights
- line segment
- csSeg
- line strip sets
- csGeoSet Attributes
- LINE_PMODE
- Filling Geometries
- loading a scene graph
- Loading a VRML Scene Graph
- local space
- Local or World Translations
- Placing Geometries in World Space
- makeCurrent()
- Changing the Context
- material
- Material Settings
- MODULATE_TENV
- Texture Environment Settings
- multi-thread
- csContext
- multi-threaded program
- csContext in Multi-threaded Programs
- multi-threading
- Multiprocessing
- multiple-value field
- Using set() and get() Methods to Set and Get Multiple-Value Fields
- multiprocessing
- Multiprocessing
- near clip plane
- Setting the Clip Planes
- NICE
- Transparency Settings
- NICE_TEX
- Texture Mode Settings
- node
- What Is a Node
- Scene Graph Nodes
- group
- Group Nodes
- NON_PERSP_TEX
- Texture Mode Settings
- normalIndices
- Indexing Attributes
- OBJECT_LINEAR
- Setting the csTexGen Mode
- offset, rotation
- Offsetting the Rotation
- opBarrier
- Implementing Multiprocessing
- OpenGL
- Accessing States
- OpenGL Optimizer
- Getting Started with Cosmo 3D
- optimize
- Optimizing Rendering
- optimize,setCullFace()
- Face Culling
- optimizing performance
- Optimizing Rendering
- orthographic projection
- csOrthoCamera
- parts of a Cosmo application
- Understanding the Different Parts of Cube.cxx
- performance tips
- Performance Programming Techniques
- fog
- Uses of Fog in Cosmo 3D Applications
- performance tools
- Optimizing Rendering
- PERSP_TEX
- Texture Mode Settings
- perspective
- Texture Mode Settings
- pick()
- Using Pick()
- playing sounds without using an action
- Playing Sound in Immediate Mode
- point sets
- csGeoSet Attributes
- POINT_PMODE
- Filling Geometries
- pointer device event
- csPlaneSensor
- Sensors
- polysets
- csGeoSet Attributes
- range()
- Choosing a Child Node Based on Range
- ready-made geometries
- Using Large Geometries
- reference counting
- Reference Counting
- Reference Counting
- reference, and unreference
- Reference Counting
- rendering
- Rendering World Space
- optimized
- Setting the Transformation Matrix Directly
- REPLACE_TENV
- Texture Environment Settings
- resolution
- Level of Detail Reduced for Performance
- root node
- Root Node
- Applying Actions to Multiple Root Nodes
- rotate
- Setting the Transformation
- Setting the Transformation
- rotation event
- csSphereSensor Events
- rotation, using sensors
- Offsetting the Rotation
- routines
- pfGetRef()
- Reference Counting
- pfRef()
- Reference Counting
- Reference Counting
- pfUnref()
- Reference Counting
- runtime type
- Runtime Typing
- saving a scene graph
- Saving Scene Graphs
- scale
- Setting the Transformation
- scene graph
- loading
- Loading a VRML Scene Graph
- scene graph
- Understanding a Cosmo 3D Scene Graph
- Scene Graph for Cube.cxx
- Scene Graph Nodes
- at a glance
- Building a Scene Graph
- common mistakes
- Troubleshooting Scene Graph Construction
- compiling part of
- Compiling Part of a Scene Graph
- diagram
- Diagramming Scene Graphs
- editing
- Altering Scene Graphs
- saving
- Saving Scene Graphs
- transversal order of nodes
- The Order In Which Actions Are Passed Between Nodes
- scene graph, steps to create
- Steps for Creating and Displaying a Simple Scene Graph
- scope, of lighting
- Limiting the Scope of Lights
- screen objects, storing
- Storing Selected Screen Objects
- screen, make one color
- Making the Screen One Color
- selecting screen objects
- Selecting Screen Objects
- semaphore
- Implementing Multiprocessing
- Sensor
- Sensors
- setAlphaFunc()
- Producing Transparency Without Blending
- setCullFace()
- Face Culling
- setFarClip()
- Setting the Clip Planes
- setHorizFOV()
- Setting the Fields of View
- setMatrix()
- Setting the Transformation
- setNearClip()
- Setting the Clip Planes
- setPolyMode()
- Filling Geometries
- setPosition()
- csCamera
- setScaleOrientation()
- Setting the Transformation
- setTexGen()
- Enabling Texture Generation
- setting fields
- Setting the Values in Scene Graph Nodes
- setTranslation()
- Setting the Transformation
- setVertFOV()
- Setting the Fields of View
- shading model
- Shade Model Settings
- shininess
- Material Settings
- single-value field
- Using Tokens to Set and Get Single-Value Fields
- sleep()
- Thread Parameters
- smoke, See fog
- Uses of Fog in Cosmo 3D Applications
- SMOOTH_TEX
- Shade Model Settings
- sound
- Adding Sounds To Virtual Worlds
- locating and directing
- Locating and Directing the Sound
- playing
- Playing the Sound File
- priority
- Sound Priority
- reverse direction
- Reverse Direction Sound
- spatialized
- Locating and Directing the Sound
- sound file
- specifying
- Choosing Sound Samples to Play
- specular
- Material Settings
- SPHERE_MAP
- Setting the csTexGen Mode
- start()
- Starting Threads
- state machine
- State Machine
- state, accessing
- Accessing States
- state, changing
- What Modifies the Graphics State?
- state, current
- Accessing States
- store data, classes that
- Array Storage Class Types
- storing selected screen objects
- Storing Selected Screen Objects
- texture
- Applying a Texture
- texture coordinates
- Texture Map Coordinates
- thread
- Multiprocessing
- thread, application
- Thread Blocking
- thread, blocking
- Thread Blocking
- Thread Blocking
- thread, controling
- Thread Parameters
- thread, creating
- Creating Threads
- thread, draw
- Thread Blocking
- thread, exiting
- Thread Parameters
- thread, parameters
- Thread Parameters
- thread, starting
- Starting Threads
- time of day
- Setting the Start and Stop Times
- timed events
- Enabling csTimeSensor
- token
- Using Tokens to Set and Get Single-Value Fields
- touchTime event
- csTouchSensor Output
- TrackPoint event
- Unclamped Translations
- csSphereSensor Events
- transform nodes
- Placing Transform Nodes
- transformation
- Relating Local Space to World Space
- transition
- between csLOD child nodes
- Transitioning Between Levels of Detail
- translate geometry, using sensors
- Setting Up csPlaneSensor
- transparency
- Transparency Settings
- Material Settings
- traversal
- Top-Down Traversals
- traversal, order
- Traversal Order
- tri strip set
- csGeoSet Attributes
- troubleshooting, scene graphs
- Troubleshooting Scene Graph Construction
- updateSensors()
- Updating csTimeSensor
- user interface
- Creating the User Interface
- User Interface Mechanisms
- view
- using camera
- Using a Camera to View a Scene
- viewport
- Setting the Screen Display of the Scene
- virtual sphere
- Virtual Sphere
- visual simulation
- fog, use of
- Uses of Fog in Cosmo 3D Applications
- VRML
- Loading a VRML Scene Graph
- wait()
- Thread Parameters
- window, creating your own
- Creating Your Own Window
- world space
- Transforming Shapes to New Locations, Sizes, and Orientations
- Placing Geometries in World Space
- Local or World Translations
- The csTransform Class
- Relating Local Space to World Space
- X window
- Creating Your Own Window