Index
A
- addChild() method
- addChild() methodabout / Time for action—performing translations of child nodes, Switch nodes
- addDrawable() method
- addDrawable() methodabout / Creating billboards in a scene
- addFileExtensionAlias() method
- addFileExtensionAlias() methodabout / Discovery of specified extension
- addParticleSystem() method
- addParticleSystem() methodabout / Time for action—building a fountain in the scene
- addUniform() method
- addUniform() methodabout / Using uniforms
- aircrafts
- aircraftsdrawing, on loaded terrain / Time for action—drawing aircrafts on a loaded terrain
- allocateImage() method
- allocateImage() methodabout / The Image class
- animation channels
- animation channelsmanaging / Channels and animation managers, Time for action—managing animation channels
- animation path
- animation pathusing / Time for action—making use of the animation path
- using / Time for action—making use of the animation path
- applications
- applicationsrendering performance, improving / Improving your application
- array data
- array datastoring / Storing array data
B
- 'build all'
- 'build all'and ALL_BUILD, differences / Pop quiz—the difference between ALL_BUILD and 'build all'
- banners
- bannerscreating / Time for action—creating banners facing you
- basic shapes
- basic shapesrendering / Rendering basic shapes
- basic shapessimple objects, creating / Time for action—quickly creating simple objects
- simple objects, creating / Time for action—quickly creating simple objects
- billboard
- billboardmassive trees, simulating / Have a go hero—planting massive trees on the ground
C
- camera
- camerasetting, as main camera / Time for action—configuring the traits of a rendering window
- Camera class
- Camera classabout / The Camera class
- camera order
- camera orderrendering / Rendering order of cameras
- cartoon cow
- cartoon cowimplementing / Time for action—implementing a cartoon cow
- cartoon shading
- cartoon shadingabout / What just happened?
- Cessna structure
- Cessna structureanalyzing /
- characters
- charactersrendering / Loading and rendering characters, Time for action—creating and driving a character system, What just happened?
- charactersstructure, analyzing / Have a go hero—analyzing the structure of your character
- child nodes
- child nodesgrouping / Scene graphs
- child nodestranslations, performing for / Time for action—performing translations of child nodes, What just happened?
- CMake
- CMakestarting / Starting CMake
- CMakeabout / What just happened?
- CMake wiki
- CMake wikiURL / Time for action—building applications with CMake
- command-line arguments
- command-line argumentsparsing / Parsing command-line arguments
- declaration / Parsing command-line arguments
- complex key-frame animations
- complex key-frame animationscreating / Creating complex key-frame animations
- composite viewer
- composite viewermulti-viewing / Time for action—rendering more scenes at one time
- composite viewermultiple scenes, rendering at a time / Time for action—rendering more scenes at one time
- createGraphicsContext() method
- createGraphicsContext() methodabout / Windows, graphics contexts, and cameras
- createQuad() function
- createQuad() functionabout / What just happened?
- cross-platform building
- cross-platform buildingabout / Cross-platform building
- CurrentThread() method
- CurrentThread() methodabout / OpenThreads basics
D
- 2D textures
- data stream
- data streamhandling / Handling the data stream
- deep copy
- deep copyabout / What just happened?
- depth-first search
- depth-first searchabout / Traversing the scene graph
- discrete LOD
- discrete LODabout / Level-of-detail nodes
- display lists
- display listsabout / How OpenGL draws objects
- drawables
- drawablesabout / Geode and Drawable classes
- drawablesimplementing / Implementing your own drawables
- drawing
- drawingcolored quad / Time for action—drawing a colored quad
- drawing types
- drawing typesspecifying / Specifying drawing types
- DRAW phase
- DRAW phaseabout / What just happened?
F
- FFmpeg library
- FFmpeg libraryabout / The pseudo-loader
- flashing spotlight
- flashing spotlightrendering / Time for action—rendering a flashing spotlight, What just happened?
- fog effect
- fog effectapplying /
- fragment shader
- fragment shaderabout / Time for action—implementing a cartoon cow
- frame() method
- frame() methodabout / Integrating OSG into a window
- frame buffer object(FBO)
- frame buffer object(FBO)about / Frame buffer, pixel buffer, and FBO
- FreeType
- FreeTypeabout / Have a go hero—adding FreeType support for OSG
- functor
- functorabout / Taking references to functions
G
- garbage collection
- garbage collectionneed for / Collecting garbage: why and how
- garbage collectionworking / Collecting garbage: why and how
- GDAL
- Geode
- Geodeabout / Geode and Drawable classes
- geometries
- geometriesmodifying / Time for action—drawing a geometry dynamically
- geometriesselecting / Time for action—clicking and selecting geometries
- selecting / Time for action—clicking and selecting geometries
- geometriesselecting, in rectangular region / Have a go hero—selecting geometries in a rectangular region
- geometry attributes
- geometry attributesrereading / Rereading geometry attributes
- geometry shader
- geometry shaderabout / Working with the geometry shader
- geometry shaderworking with / Working with the geometry shader
- getChild() method
- getChild() methodabout / The Group interface
- GetNumberOfProcessors() function
- GetNumberOfProcessors() functionabout / OpenThreads basics
- getOrCreateStateSet() method
- getOrCreateStateSet() methodabout /
- getParent() method
- getParent() methodabout / What just happened?
- getParentalNodePaths() method
- getParentalNodePaths() methodabout / Have a go hero—creating a tracker node
- glFog() function
- glFog() functionabout /
- glider
- gliderlighting /
- global display settings
- global display settingschanging / Changing global display settings
- global multisampling
- global multisamplingenabling / Time for action—enabling global multisampling
- GLSL
- GLSLabout / Understanding graphics shaders
- graphics context
- graphics contextattaching, to camera / Time for action—configuring the traits of a rendering window
- graphics shaders
- graphics shadersusing / Have a go hero—having fun with shaders
- GUI events
- GUI eventsabout / Various events
- GUI mode
- GUI modeCMake, running / Time for action—running CMake in GUI mode
H
- HUD camera
- HUD cameracreating / Time for action—creating an HUD camera
- HUD cameramodel positions, changing / Pop quiz—changing model positions in the HUD camera
- HUD cameraabout / Time for action—writing descriptions for the Cessna
I
- in-graphics shaders
- in-graphics shadersanimating / Have a go hero—animating in graphics shaders
- indexing primitives
- indexing primitivesabout / Indexing primitives
- indexing primitivesindexed geometries, optimizing / Pop quiz—optimizing indexed geometries
- insertChild() method
- insertChild() methodabout / The Group interface
L
- libraries, OpenSceneGraph (OSG)
- libraries, OpenSceneGraph (OSG)osg library / Components
- libraries, OpenSceneGraph (OSG)osgDB library / Components
- libraries, OpenSceneGraph (OSG)osgUtil library / Components
- linear interpolation motion object
- linear interpolation motion objectcreating / Understanding ease motions
- LOD
- LODabout / Level-of-detail nodes
- LOD Cessna
- LOD Cessnaconstructing / Time for action—constructing a LOD Cessna
- log file
- log filesaving / Time for action—saving the log file
M
- managed entities
- managed entitiestracing / Tracing the managed entities, Time for action—monitoring counted objects, What just happened?
- memory management
- memory managementneed for / Understanding memory management
- memory managementallocation / Understanding memory management
- memory managementdeallocation / Understanding memory management
- memory managementgarbage collector / Understanding memory management
- microSleep() method
- microSleep() methodabout / OpenThreads basics
- mis-compiled parts
- mis-compiled partschecking / Have a go hero—checking mis-compiled parts
- model-view matrix
- model-view matrixabout / Transformation nodes, Time for action—performing translations of child nodes, From world to screen
- model filename
- model filenamereading, from command line / Time for action—reading the model filename from the command line, What just happened?
- models
- modelsloading, at runtime / Time for action—loading a model at runtime
- mouse events
- mouse eventshandling, with customized event handlers / Handling mouse and keyboard inputs
- movies
- moviesplaying, on textures / Playing movies on textures
- multithreaded rendering
- multithreaded renderingabout / Understanding multithreaded rendering
N
- new file format
- new file formatparsing / Time for action—designing and parsing a new file format, What just happened?
- parsing / Time for action—designing and parsing a new file format
- designing / Time for action—designing and parsing a new file format
- NodeKits
- NodeKitsabout / Playing with more NodeKits
- nodekits, OpenSceneGraph (OSG)
- nodekits, OpenSceneGraph (OSG)osgAnimation library / Components
- nodekits, OpenSceneGraph (OSG)osgFX library / Components
- nodekits, OpenSceneGraph (OSG)osgGA library / Components
- nodekits, OpenSceneGraph (OSG)osgManipulator library / Components
- nodekits, OpenSceneGraph (OSG)osgParticle library / Components
- nodekits, OpenSceneGraph (OSG)osgShadow library / Components
- nodekits, OpenSceneGraph (OSG)osgSim library / Components
- nodekits, OpenSceneGraph (OSG)osgTerrain library / Components
- nodekits, OpenSceneGraph (OSG)osgText library / Components
- nodekits, OpenSceneGraph (OSG)osgViewer library / Components
- nodekits, OpenSceneGraph (OSG)osgVolume library / Components
- nodekits, OpenSceneGraph (OSG)osgWidget library / Components
- nodekits, OpenSceneGraph (OSG)osgQt library / Components
- nodes
- nodesswitching, in update traversal / Time for action—switching nodes in the update traversal
- non-full screen window
- non-full screen windowviewing in / Have a go hero—viewing in a non-full screen window
- normalized device coordinate system
- normalized device coordinate systemabout / From world to screen
- notifer
- notifertracing / Tracing with the notifier
- notiferredirecting / Redirecting the notifier
O
- .osg file format
- .osg file formatabout / Understanding file I/O plugins
- occluders
- occludersabout / Occluders and occludees
- occludersadding, to complex scene / Time for action—adding occluders to a complex scene, What just happened?
- occlusion culling
- occlusion cullingabout / Dynamic scene culling
- occlusion culling algorithm
- occlusion culling algorithmabout / Occluders and occludees
- octahedron
- octahedrondrawing / Time for action—drawing an octahedron, What just happened?
- OpenGL
- OpenGLobjects, drawing / How OpenGL draws objects
- OpenGLvertex attribute / Vertices and vertex attributes
- OpenGLBezier curve, generating / Time for action—generating a Bezier curve, What just happened?
- OpenGL drawing calls
- OpenGL drawing callsusing / Using OpenGL drawing calls
- creating / Time for action—creating the famous OpenGL teapot
- OpenGL teapot, creating
- OpenGL teapot, creatingOpenGL drawing calls, creating / Time for action—creating the famous OpenGL teapot, What just happened?
- OpenGL drawing calls, creating / Time for action—creating the famous OpenGL teapot
- OpenSceneGraph (OSG)
- OpenSceneGraph (OSG)origin / The Birth and development of OSG
- OpenSceneGraph (OSG)development / The Birth and development of OSG
- OpenSceneGraph (OSG)libraries / Components
- OpenSceneGraph (OSG)architecture / Components
- OpenSceneGraph (OSG)need for / Why OSG?
- OpenSceneGraph (OSG)users / Who uses OSG?
- OpenSceneGraph (OSG)forum / Live in community
- OpenSceneGraph (OSG)discussion groups / Live in community
- OpenSceneGraph (OSG), benefits
- OpenSceneGraph (OSG), benefitsrigorous structure / Why OSG?
- OpenSceneGraph (OSG), benefitssuperior performance / Why OSG?
- OpenSceneGraph (OSG), benefitshigh scalibility / Why OSG?
- OpenSceneGraph (OSG), benefitssoftware portability / Why OSG?
- OpenSceneGraph (OSG), benefitslatest activity / Why OSG?
- OpenSceneGraph (OSG), benefitsopen source / Why OSG?
- OpenThreads*Thread class
- OpenThreads*Thread classabout / OpenThreads basics
- OpenThreads*Thread classmethods / OpenThreads basics
- OpenThreads library
- OpenThreads librarynew thread, designing / Time for action—using a separate data receiver thread
- OpenThreads libraryabout / What just happened?
- OSG
- OSGsystem requisites / System requirements
- OSGinstaller, using / Using the installer
- OSGinstaller, URL / Using the installer
- OSGinstalling / Time for action—installing OSG
- OSGosgviewer, playing with / Time for action—playing with osgviewer
- OSGosgviewer, dependencies / Pop quiz—dependencies of osgviewer
- OSGenvironment variables, configuring / Configuring environment variables
- OSGfixed-function effects /
- OSGfixed-function light sources / Lights and light sources
- OSGconflicted modifications, avoiding / Avoiding conflicting modifications
- OSGcustomized events, adding / Adding customized events
- OSGintersection strategy / Intersection
- integrating, into window / Time for action—attaching OSG with a window handle in Win32
- OSGfile I/O plug-ins / Understanding file I/O plugins
- OSGlibcurl support, adding for / Time for action—adding libcurl support for OSG, What just happened?
- OSGFreeType support, adding / Have a go hero—adding FreeType support for OSG
- OSGculling techniques / Dynamic scene culling
- osg*AutoTransform class
- osg*AutoTransform classabout / What just happened?
- osg*BillBoard class
- osg*BillBoard classabout / Time for action—creating banners facing you
- osg*BlendFunc class
- osg*BlendFunc classusing / Time for action—achieving the translucent effect
- osg*BoundingSphere class
- osg*BoundingSphere classabout / Have a go hero—creating a tracker node
- osg*Geometry class
- osg*Geometry classabout / What just happened?, Time for action—generating a Bezier curve
- osg*GraphicsContext*Traits class
- osg*GraphicsContext*Traits classabout / The Traits class
- osg*Group class
- osg*Group classpublic methods / The Group interface
- osg*Image class
- osg*Image classabout / The Image class
- osg*Image classmethods / The Image class
- osg*LightSource class
- osg*LightSource classabout / Lights and light sources
- osg*LineWidth class
- osg*LineWidth classabout / Time for action—generating a Bezier curve
- osg*LOD class
- osg*LOD classabout / Level-of-detail nodes, Dynamic scene culling
- osg*Matrix class
- osg*Matrix classabout / Understanding the matrix
- osg*Matrix classmethods / Understanding the matrix
- osg*Matrixf class
- osg*Matrixf classabout / Understanding the matrix
- osg*Node class
- osg*Node classabout / Time for action—adding models to the scene graph
- osg*NodeVisitor class
- osg*NodeVisitor classabout / The visitor design pattern
- osg*OccluderNode class
- osg*OccluderNode classabout / Occluders and occludees
- osg*ProxyNode node
- osg*ProxyNode nodeabout / What just happened?
- osg*Referenced class
- osg*Referenced classabout / The Group interface
- osg*Referenced class, methods
- osg*Referenced class, methodsref() / ref_ptr<> and Referenced classes
- osg*Referenced class, methodsunref() / ref_ptr<> and Referenced classes
- osg*Referenced class, methodsreferenceCount() / ref_ptr<> and Referenced classes
- osg*ref_ptr<> class, member functions
- osg*ref_ptr<> class, member functionsget() / ref_ptr<> and Referenced classes
- osg*ref_ptr<> class, member functionsoperator*() / ref_ptr<> and Referenced classes
- osg*ref_ptr<> class, member functionsoperator=() / ref_ptr<> and Referenced classes
- osg*ref_ptr<> class, member functionsoperator==() / ref_ptr<> and Referenced classes
- osg*ref_ptr<> class, member functionsvalid() / ref_ptr<> and Referenced classes
- osg*ref_ptr<> class, member functionsrelease() / ref_ptr<> and Referenced classes
- osg*ShapeDrawable class
- osg*ShapeDrawable classabout / Time for action—clicking and selecting geometries
- osg*StateAttribute*OVERRIDE flag
- osg*StateAttribute*OVERRIDE flagabout /
- osg*StateSet class
- osg*StateSet classabout /
- osg*Switch class
- osg*Switch classabout / Switch nodes, What just happened?
- osg*Texture class
- osg*Texture classsubclasses / The basis of texture mapping
- osg*TextureRectangle class
- osg*TextureRectangle classabout / What just happened?
- osg*Uniform class
- osg*Uniform classabout / Using uniforms
- osgAnimation library
- osgAnimation libraryabout / Understanding ease motions
- OSG applications
- OSG applicationscreating, CMake used / Time for action—building applications with CMake
- osgconv
- osgconvplaying with / Have a go hero—playing with osgconv
- osgCUDA project
- osgCUDA projectabout / Have a go hero—having fun with shaders
- osgDB*getLowerCaseFileExtension() function
- osgDB*getLowerCaseFileExtension() functionabout / What just happened?
- osgDB*ReaderWriter class
- osgDB*ReaderWriter classabout / Writing your own plugins, Handling the data stream
- osgDB*readNodeFile() function
- osgDB*readNodeFile() functionabout / What just happened?, The Image class
- osgDB*readShaderFile() function
- osgDB*readShaderFile() functionabout / Understanding graphics shaders
- osgDB*Registry class
- osgDB*Registry classabout / Discovery of specified extension
- osgDB library
- osgDB libraryabout / Understanding file I/O plugins
- osgdb_curl plug-in
- osgdb_curl plug-inabout / What just happened?
- osgEarth project
- osgEarth projectURL / Have a go hero—testing a new terrain creation tool
- osgGA*GUIEventHandler
- osgGA*GUIEventHandlerabout / Various events
- osgGA*GUIEventHandlerarguments / Various events
- OSG native scenes
- OSG native scenesserializing / Serializing OSG native scenes
- osgNV project
- osgNV projectabout / Have a go hero—having fun with shaders
- osgOcean project
- osgOcean projectabout / Have a go hero—having fun with shaders
- osgParticle*AccelOperator class class
- osgParticle*AccelOperator class classabout / Time for action—building a fountain in the scene
- osgParticle*Counter controller
- osgParticle*Counter controllerabout / Creating particle animations
- osgParticle*ModularEmitter class
- osgParticle*ModularEmitter classsub-controllers / Creating particle animations
- osgParticle*Particle class
- osgParticle*Particle classabout / Creating particle animations
- osgParticle*ParticleSystem class
- osgParticle*ParticleSystem classabout / Creating particle animations
- osgParticle*Placer controller
- osgParticle*Placer controllerabout / Creating particle animations
- osgParticle*Shooter controller
- osgParticle*Shooter controllerabout / Creating particle animations
- osgPPU project
- osgPPU projectabout / Have a go hero—having fun with shaders
- OSG programming
- OSG programmingexample / Time for action—say "Hello World" OSG style
- OSG programmingmemory management / Understanding memory management
- osgText*readFontFile() function
- osgText*readFontFile() functionabout / Time for action—writing descriptions for the Cessna
- osgUtil*IntersectionVisitor class
- osgUtil*IntersectionVisitor classabout / Intersection
- osgUtil*LineSegmentIntersector class
- osgUtil*LineSegmentIntersector classabout / Intersection
- osgUtil*Optimizer class
- osgUtil*Optimizer classabout / Improving your application
- osgUtil*Simplifier class
- osgUtil*Simplifier classabout / Time for action—constructing a LOD Cessna, What just happened?
- osgUtil library
- osgUtil libraryabout / Picking objects
- osgviewer
- osgviewerplaying with / Time for action—playing with osgviewer
- osgviewerW key / Time for action—playing with osgviewer
- osgviewerT key / Time for action—playing with osgviewer
- osgviewerI key / Time for action—playing with osgviewer
- osgviewerF key / Time for action—playing with osgviewer
- osgviewerS key / Time for action—playing with osgviewer
- osgviewercommand, for loading picture / What just happened?
- osgviewercommand-line arguments / What just happened?
- osgViewer*CompositeViewer class
- osgViewer*CompositeViewer classremoveView() method / Using a composite viewer
- osgViewer*GraphicsWindow class
- osgViewer*GraphicsWindow classabout / Windows, graphics contexts, and cameras
- osgViewer*Viewer class
- osgViewer*Viewer classabout / Various events, What just happened?
P
- packages
- packagesgenerating, GNU compiler collection (gcc) used / Generating packages using gcc
- packagesUNIX makefile used / Time for action—building with a UNIX makefile, What just happened?
- PagedLOD class
- PagedLOD classworking with / Have a go hero—working with the PagedLOD class
- parent management methods
- parent management methodsgetParent() / Managing parent nodes
- parent management methodsgetNumParents() / Managing parent nodes
- parent management methodsgetParentalNodePaths() / Managing parent nodes
- parent nodes
- parent nodesabout / Scene graphs
- parent nodesmanaging / Managing parent nodes
- particle fountain
- particle fountainimplementing, in scene / Time for action—building a fountain in the scene, What just happened?
- particles
- particlesabout / Creating particle animations
- picking functionality
- picking functionalityabout / Picking objects
- pixel buffer
- pixel bufferabout / Frame buffer, pixel buffer, and FBO
- plug-ins, OSG 3.0
- plug-ins, OSG 3.0searching / Discovery of specified extension
- plug-ins, OSG 3.0about / Supported file formats
- polygonal techniques
- polygonal techniquesusing / Using polygonal techniques
- polygonal techniquesosgUtil*Simplifier / Using polygonal techniques
- polygonal techniquesosgUtil*SmoothingVisitor / Using polygonal techniques
- polygonal techniquesosgUtil*TangentSpaceGenerator / Using polygonal techniques
- polygonal techniquesosgUtil*Tessellator / Using polygonal techniques
- polygonal techniquesosgUtil*TriStripVisitor / Using polygonal techniques
- polygonal techniquespolygon, tessellating / Time for action—tessellating a polygon, What just happened?
- polygon rasterization mode
- polygon rasterization modeselecting, for loaded model /
- PositionAttitudeTransform class
- PositionAttitudeTransform classusing / Have a go hero—making use of the PositionAttitudeTransform class
- prebuilt packages
- prebuilt packagesissues / Prebuilts making trouble?
- primitive functor
- primitive functorcustomizing / Customizing a primitive functor
- primitive functortriangle faces, collecting / Time for action—collecting triangle faces
- primitive types
- primitive typesresults / Pop quiz—results of different primitive types
- projection matrix
- projection matrixabout / From world to screen
- projection matrixspecifying / The Camera class
- project wizard
- project wizardusing / Using the project wizard
- project wizardsolution, creating with one click / Time for action—creating your solution with one click, What just happened?
- PROTECTED flag
- PROTECTED flagabout /
- pseudo-loader
- pseudo-loaderabout / The pseudo-loader
- pseudo-loaderfiles, reading from Internet / Time for action—reading files from the Internet, What just happened?
Q
- quad-tree structure
- quad-tree structureabout / Making use of the quad-tree
- quad-tree structurebuilding, for massive rendering / Time for action—building a quad-tree for massive rendering, What just happened?
R
- readNode() method
- readNode() methodimplementing / Writing your own plugins
- real-time shadows
- real-time shadowsabout / Creating shadows on the ground
- removeChildren() method
- removeChildren() methodabout / The Group interface
- removeEventHandler() method
- removeEventHandler() methodabout / Various events
- render-to-textures technique
- render-to-textures techniqueabout / Rendering to textures
- render-to-textures techniqueimplementing / Frame buffer, pixel buffer, and FBO, Time for action—drawing aircrafts on a loaded terrain
- rendering
- renderingabout / Time for action—using a separate data receiver thread
- rendering attributes
- rendering attributesabout /
- rendering modes
- rendering modesabout /
- rendering order
- rendering orderabout / Handling rendering order
- rendering orderhandling / Handling rendering order
- rendering ordertranslucent effect, achieving / Time for action—achieving the translucent effect
- rendering states
- rendering statessetting /
- rendering stateschanging / Changing rendering states
- rendering statesfading in / Time for action—fading in
- root node
- root nodeusing / Time for action—improving the "Hello World" example, What just happened?
- RTTI
- RTTIabout / Pop quiz—fast dynamic casting
S
- scene
- scenelight sources, creating in / Time for action—creating light sources in the scene, What just happened?, Pop quiz—lights without sources
- scenebillboard, creating in / Creating billboards in a scene
- scene graph
- scene graphabout / Scene graphs
- scene graphmodels, adding to / Time for action—adding models to the scene graph, What just happened?
- scene graphstructures, visiting /
- scene graph, traversing
- scene graph, traversingabout / Traversing the scene graph
- scene graph, traversingevent traversal / Traversing the scene graph
- scene graph, traversingcull traversal / Traversing the scene graph
- scene graph, traversingdraw traversal / Traversing the scene graph
- separate data receiver thread
- separate data receiver threadusing / Time for action—using a separate data receiver thread
- serializers
- serializersabout / Serializing OSG native scenes
- serializerscreating / Creating serializers
- setAttribute() method
- setAttribute() methodabout /
- setAttributeAndModes() method
- setAttributeAndModes() methodabout /
- setByMatrix() method
- setByMatrix() methodabout / Have a go hero—manipulating the cameras
- setEventType() method
- setEventType() methodabout / Adding customized events
- setFileName() method
- setFileName() methodabout / Proxy and paging nodes
- setFilter() method
- setFilter() methodabout / Have a go hero—making use of filters and wrapping modes
- setGraphicsContext() method
- setGraphicsContext() methodabout / Windows, graphics contexts, and cameras
- setImage() method
- setImage() methodabout / The basis of texture mapping
- setInitialBound() method
- setInitialBound() methodabout / Time for action—using a separate data receiver thread
- setLightNum() method
- setLightNum() methodabout / Lights and light sources
- setMatrix() method
- setMatrix() methodabout / The MatrixTransform class
- setMode() method
- setMode() methodabout / Creating billboards in a scene
- setNewChildDefaultValue() method
- setNewChildDefaultValue() methodabout / Switch nodes
- setNodeMask() method
- setNodeMask() methodabout / What just happened?
- setNormal() method
- setNormal() methodabout / Creating billboards in a scene
- setNumMultiSamples() method
- setNumMultiSamples() methodabout / Time for action—configuring the traits of a rendering window
- setParameter() method
- setParameter() methodabout / Working with the geometry shader
- SetProcessorAffinityOfCurrentThread() function
- SetProcessorAffinityOfCurrentThread() functionabout / OpenThreads basics
- setRenderingHint() method
- setRenderingHint() methodabout / Handling rendering order
- setResizeNonPowerOfTwoHint() method
- setResizeNonPowerOfTwoHint() methodabout / What just happened?
- setShaderSource() method
- setShaderSource() methodabout / Understanding graphics shaders
- setStateSet() method
- setStateSet() methodabout /
- setStateSetModes() method
- setStateSetModes() methodabout / Lights and light sources
- setText() method
- setText() methodabout / Creating texts
- setValue() method
- setValue() methodabout / Switch nodes
- setWrap() method
- setWrap() methodabout / Have a go hero—making use of filters and wrapping modes
- shadow
- shadowcreating, on ground / Creating shadows on the ground
- shadowreceiving / Time for action—receiving and casting shadows, What just happened?
- shallow copy
- shallow copyabout / What just happened?
- simulation loop
- simulation loopdigging into / Digging into the simulation loop
- simulation loopcustomizing / Time for action—customizing the simulation loop, What just happened?
- single viewer
- single viewerusing / Using a single viewer
- small feature culling
- small feature cullingabout / Dynamic scene culling
- smart pointer
- smart pointerabout / What just happened?
- smart pointerneed for / Collecting garbage: why and how
- smart pointerissues / Collecting garbage: why and how
- special effects
- special effectsimplementing / Implementing special effects, Time for action—drawing the outline of models, What just happened?
- state machine
- state machineencapsulating /
- state machineworking /
- state set
- state setabout /
- state switching animations
- state switching animationsimplementing / Time for action—switching between the normal and damaged Cessna
- stencil buffer
- stencil bufferabout / Handling rendering order, Time for action—receiving and casting shadows
- stereo visualization
- stereo visualizationabout / Stereo visualization
- stereo visualizationanaglyph stereo scenes, rendering / Time for action—rendering anaglyph stereo scenes
- switch node
- switch nodeanimating / Time for action—animating the switch node, What just happened?
T
- tessellating
- tessellatingpolygon / Time for action—tessellating a polygon, What just happened?
- text
- textabout / Creating texts
- textcreating / Creating texts, Time for action—writing descriptions for the Cessna, What just happened?
- textcreating, in world space / Time for action—creating texts in the world space, What just happened?
- texture mapping
- texture mappingabout / The basis of texture mapping
- texture mappingperforming, steps / The basis of texture mapping
- texture mapping2D textures, loading / Time for action—loading and applying 2D textures, What just happened?
- 2D textures, loading / Time for action—loading and applying 2D textures
- 2D textures, applying / Time for action—loading and applying 2D textures
- texture mapping unit
- texture mapping unitabout /
- textures
- texturessharing, with customized callback / Time for action—sharing textures with a customized callback, What just happened?
- third-party dependencies
- third-party dependenciesconfiguring / Configuring third-party dependencies
- threading model
- threading modelselecting / Time for action—switching between different threading models, What just happened?
- threads
- threadscharacters, reading from standard input / Time for action—using a separate data receiver thread
- threadsapplications / What just happened?
- tracker node
- tracker nodecreating / Have a go hero—creating a tracker node
- traits
- traitsconfiguring, of rendering window / Time for action—configuring the traits of a rendering window, What just happened?
- transforamtion nodes
- transforamtion nodesabout / Transformation nodes
- transformation matrix
- transformation matrixchanging, of models / Time for action—driving the Cessna, What just happened?
- transformation nodes
- transformation nodesanimating / Animating the transformation nodes
- translucent effect
- translucent effectachieving / Time for action—achieving the translucent effect, What just happened?
- traverse() method
- traverse() methodabout / Customizing your own NodeKits
U
- uniforms
- uniformsusing / Using uniforms
- update callback
- update callbackabout / What just happened?
- UPDATE phase
- UPDATE phaseabout / Understanding multithreaded rendering, What just happened?
- update traversal
- update traversalabout / Traversing the scene graph, Have a go hero—manipulating the cameras
- user-defined classes
- user-defined classesserializers, creating for / Time for action—creating serializers for user-defined classes, What just happened?
- user timer
- user timercreating / Time for action—creating a user timer, What just happened?
- creating / Time for action—creating a user timer
- utilities
- utilitiesrunning / Running utilities
V
- varyings
- varyingsabout / Using uniforms
- vertex
- vertexabout / Vertices and vertex attributes
- vertex array mechanism
- vertex array mechanismabout / Creating 3D texts
- vertex attributes
- vertex attributesabout / Using uniforms
- vertex buffer object (VBO)
- vertex buffer object (VBO)about / How OpenGL draws objects
- vertex shaders
- vertex shadersabout / Understanding graphics shaders
- view-frustum culling
- view-frustum cullingabout / What just happened?, Dynamic scene culling, Making use of the quad-tree
- view matrix
- view matrixabout / From world to screen
- visitor pattern
- visitor patternabout / Traversing the scene graph, The visitor design pattern
- visitor subclass
- visitor subclasscreating /
- Visual Studio
- Visual Studioused, for generating packages / Generating packages using Visual Studio, Time for action—building with a Visual Studio solution, What just happened?
- VPB
W
- widget element
- widget elementabout / Various events
- window
- windowOSG, integrating into / Integrating OSG into a window, Time for action—attaching OSG with a window handle in Win32, What just happened?
- OSG, integrating into / Time for action—attaching OSG with a window handle in Win32
- world coordinate system
- world coordinate systemabout / From world to screen
Y
- YieldCurrentThread() method
- YieldCurrentThread() methodabout / OpenThreads basics
Z
- Zlib
- ZlibURL / Supported file formats