Xtreme3D Index О движке Phantom3D
Статьи
Уроки
Функции
FAQ
Глоссарий
- От редакции
- AABB
- Alpha
- Anti-Aliasing
- API
- Axis
- Back Buffer
- Backface Culling
- Ball Joint
- Bezier Splines
- Bilinear Filtering
- Billboard
- Bitmap
- Blending
- Buffer
- Bump Mapping
- CAD
- Camera
- Cartesian Coordinates
- Cel Shader
- CFM
- Channel
- Child
- Chroma Keying
- Collision Detection
- Color
- Color Model
- Compositing
- Computer Graphics
- Convex
- CV
- DDS
- DirectX
- Displacement Mapping
- Dithering
- DLL
- Double Buffering
- DXT
- Engine
- Environment Mapping
- ERP
- Fillrate
- Focal Length
- Fog
- Forward Kinematics
- FOV
- FPS
- Frame Buffer
- Framework
- Front Buffer
- Frustum Culling
- Geometry
- Global Coordinates
- GLScene
- HDR
- Hierarchy
- Hidden Surface Removal
- HUD
- Interpolation
- Inverse Kinematics
- Keyframing
- Lensflare
- Lightmap
- Light Source
- Line Buffer
- LOD
- Low-Poly Modelling
- Map
- Material
- Matrix
- Mesh
- Metaball Modelling
- Mipmapping
- Model
- Motion Capture
- Motion Blur
- Multitexturing
- Normal
- Normal Map
- NURBS
- Object
- Occlusion
- Octree
- ODE
- OpenGL
- Parallax Mapping
- Particle System
- Physics Engine
- Pipeline
- Pixel
- Polygon
- Post Processing
- Primitive
- Procedural Texture
- Projection
- Projection Matrix
- Quad
- Quadtree
- Ragdoll
- Raycasting
- Real-Time
- Reflection Mapping
- Rendering
- Resolution
- RGB
- ROAM
- Scene
- Seamless
- Shader
- Shading Components
- Shading Model
- Shadow Volume
- Skeletal Animation
- Snapping
- Sprite
- Teapot
- Tesselation
- Texel
- Texture
- Texture Filtering
- Tiling
- Transformation
- Tree
- Triangle Strip/Fan
- Triangulation
- Tweening
- UV Coordinates
- Vertex
- Vertex Animation
- Voxel
- VSync
- Weighting
- Wireframe
- Z-Buffer
- Z-Buffering
- Z-Sorting
- САПР
Лицензионное соглашение
Ссылки