- Adapt an Existing Editor
- Advanced Techniques
- Advantages and Disadvantages
- Allowing Penetration
- Ambient Lighting
- An Abstract 3D Rasterizer l3drasterizer3d
- An Optimized Texture Mapping Strategy uz vz 1z
- Artificial Intelligence
- Associating Textures with 3D Polygons
- Avoiding Penetration with Temporal Search
- Axisaligned BSP Trees and Mini BSP Trees
- Back Face Culling
- Billboards
- BSP Trees and Dimension Independence
- Camera Tracking
- Class 3dsoundserverrpiay
- Class blenderconfig
- Class blendercontroller
- Class blenderxcontroller
- Class l3dcameracollidable
- Class l3dcollidable
- Class l3dpolygon3dcollidable
- Class l3dpolygon3dportal
- Class l3dpolygon3dtexturedlightmappedcollidable
- Class l3dsector
- Class l3dsoundclient
- Class l3dworldbsptree
- Class l3dworldportaltexturedlightmappedobj
- Class l3dworldportaltexturedlightmappedobj colldet
- Class vertex
- Clipping
- Collision Detection
- Comments on the Sample Programs Physics
- Concrete Factory Management
- Configuration and Testing of blendat
- Connecting Ika Chains and Meshes
- Contents of the CDROM
- Control of the Screen l3dscreen
- Controlling Scripts
- Convexity or Non Convexity
- Creating the Arm Ikas
- Convexity and Back Face Culling
- Coordnate Systems and Vectors
- Graphics Fundamentals
- Modeling
- Diffuse Reflection
- Dynamic or Static Lighting Computations
- Embedding Location Orientation Texture Actor and Other Information into Meshes
- Entering and Editing Mathematical Entities
- Exporting the Two Morph Targets
- FACE Attributes
- Face Isjnvisible
- Face Istexspace
- Face Usestexspace
- Factory Manager for Z Buffered Rasterizers
- Fog
- Frontto Back Rendering
- General Programming
- Gouraud Shading
- Hardware Light Mapping
- Importing the Morph Targets into a Program
- Inserting Two Morph Targets into Blender
- Introduction
- Level of Detail
- Light Mapped Polygons
- Light Maps
- Lighting
- Linux 3D Modeling
- Linux Programming Tools
- Main Ideas of a Blender Portal World Editor
- Mathematical Models for Computing Light
- Matrices
- Methods for Leafy BSP Trees in Class l3dbsptree
- Mirrors
- More Advanced Collision Detection and Response
- Moving the Camera and Objects Within a Portal Environment
- Multipass Techniques
- Multiple Light Sources and Components
- Natural Phenomena
- No World Editor
- Non Blocking Operations
- Norman
- Nvironment
- Objects
- Octrees
- Organization of the Book and the Code
- Other
- Other Matrix Properties
- Overview of l3d Classes
- Pacepartitioning
- Parent
- Perl Scripts
- Perspective
- Perspective Proiection
- Phong Shading
- Physics
- Plugin Object Seeker Class l3dpluginvideoscapemeshseeker
- Points
- Polygons
- Portals and Cells
- Porting the Code to Microsoft Windows
- Preface
- Quick Start Guide
- Radiosity and Ray Tracing
- Reader and System Requirements
- Real Time Update
- Real Time Update and Numerical Integration
- Regular Spatial Partitioning
- Rendering Techniques for Drawing Light
- Rigid Body Dynamics
- Running the Sample Server and Client
- Sample Program bsp
- Sample Program frustum
- Sample Program porlotex
- Sample Program texzbuf
- Self Lighting
- Shadows
- Software Rasterization of Light Maps
- Solving Systems of Equations
- Some Basic Concepts
- Some Comments on the Sample Programs
- Some Ideas for You to
- Sound
- Specific Matrix Transformations
- Specular Reflection
- Sphereto Polygon
- Stack Based Computation
- Starting and Exiting Calc
- Step 1 Choose the Proper Factories
- Step 2 Declare a Pipeline Subclass
- Step 3 Create a Dispatcher
- Step 5 Map Texture Coordinates to Integer Indices and Draw
- Step 5 Start the Dispatcher
- Stepby Step Guide to World Design
- Storing Texture Data
- Summary - 2 3 4 5
- Summary of Fundamental l3d Concepts 6 7 8
- Surface Cache
- Testing the Ika Chains
- Testing the Morph in Blender
- Texture Mapping
- Texturing and Exporting the Model
- The Client
- The Event Dispatching Loop l3ddispatcher
- The Future
- The Main Ideas Behind the Portal Algorithm
- The Starting Morph Mesh
- The Tool Blendat Remote Control of Blender
- The World Database Revisited
- Tips for Working with Attributes
- Tips for Working with Portals
- Troubleshooting the Sample Programs
- Tutorial Aligning Portals from Separate Meshes
- Tutorial Creating a Textured Room with Actors
- Tutorial Creating Aligned Portals via Extrusion and Separation
- Tutorial Creating and Exporting Compatible Textured 3D Morph Targets
- Typographical Conventions Used in This Book
- Using Blender for Portal Worlds
- Using Tcpip Networking to Communicate with the Server
- Vectors and Matrices
- Vertex Animation and 3D Morphing
- What Does This Mean for 3D Programmers
- Worlds
- Write Your Own World Editor
- Xi