List of Figures
| Table of Contents | List of Figures | List of Examples | List of Tables |
- Figure 1-1. Cube Scene Graph
- Figure 1-2. Two Transformations into World Space
- Figure 2-1. Primitives in a csGeoSet
- Figure 2-2. Sequential Specification of Attributes Per Primitive
- Figure 2-3. Indexed Attributes
- Figure 2-4. Deciding Whether to Index Attributes
- Figure 2-5. Stride and Offset Values
- Figure 2-6. TriFanSet
- Figure 2-7. Triangle Strip
- Figure 3-1. Inheritance Mask
- Figure 3-2. Applying a Texture to a Geometry
- Figure 3-3. Texture Coordinates
- Figure 3-4. Non-Perspective and Perspective Modes
- Figure 3-5. Texture Coordinate Function
- Figure 3-6. Repeated Texture on a Geometry
- Figure 4-1. A Simple Grouping
- Figure 4-2. Setting Single and Multiple-Value Variables
- Figure 5-1. Scene Graph
- Figure 5-2. Multiple Root Nodes
- Figure 5-3. Simple Scene Graph
- Figure 5-4. Two Sets of Data Rendered Differently
- Figure 5-5. Torso Subgraph
- Figure 5-6. Showing the Same Geometry in Two Locations
- Figure 6-1. Placement of csTransform Nodes
- Figure 6-2. Scaling in Different Orientations
- Figure 6-3. Order of Transformations
- Figure 7-1. The Flow of an Action Through A Scene Graph
- Figure 9-1. Viewport
- Figure 9-2. Aspect Ratio
- Figure 9-3. Changing the Window Without Changing the Image's Aspect
- Figure 9-4. Perspective Explained
- Figure 9-5. Horizontal and Vertical Fields of View Offsets
- Figure 10-1. Keys and Key Values
- Figure 10-2. Engine Terminology
- Figure 10-3. Spline
- Figure 11-1. Rotation and trackPoint Representations
- Figure 11-2. Placing csSphereSensor in a Scene Graph
- Figure 11-3. Placing csPlaneSensor in a Scene Graph
- Figure 11-4. Placing csTouchSensor in a Scene Graph
- Figure 12-1. Ray Pick Action
- Figure 12-2. Creating Your Own Window
- Figure 13-1. Multiprocessing
- Figure 13-2. Blocking Action of Multiple Threads
- Figure 14-1. Before and After Back Patch Culling
- Figure 14-2. Viewing Angle
- Figure 14-3. Face and Primitive Normals
- Figure 14-4. Direction of Normals
- Figure 14-5. csLOD Ranges
- Figure 14-6. Arranging Scene Graph Nodes
- Figure 15-1. Sound Classes
- Figure 15-2. Sound Direction
- Figure 15-3. Forward and Reverse Sound Propagation
- Figure A-1. Bounding Sphere
- Figure B-1. Cube Application
- Figure B-2. Cube Scene Graph
- Figure B-3. Two Transformations Into World Space