Index_O

O

"object" coordinates, 98

objects

calculating the shading of, 50

generating multicolor with no shading effects, 154

placing constant color on, 153

rendering first by textures, then by shaders, 130

sorting by texture, 137

oC0 register, as the output color register, 287

oD0 (diffuse output data register), 203

oD1 (specular output data register), 203

oDepth register, 288, 315

oFog register, 168, 204

opaque, conductors as, 36

opaque black, getting for uninitialized texture registers, 285

OpenGL, 4

premultiplying viewing parameters into its modelview matrix, 98-99

use of Blinn's equation for specular light, 49

operands, notation for, 10

operator notation, 11

oPos register, 97, 202

oPts register, 172, 204

order dependence, of the cross product, 18

order independence, of the dot product, 16

Oren-Nayar diffuse reflection, 54-58

Oren-Nayar diffuse shading model, 56-58

orthogonal matrix, 102

orthogonal transformation, 103-104

orthogonal transformation matrices, vertex shader for, 104-105

oTn. See output texture coordinate registers

outlining, 84

output color, setting for a shader, 101

output data registers, 203

output fog register, 168, 204

output point size register, 172, 204

output position registers, 195, 202

output registers

in DirectX 9, 287-288

for pixel shaders, 281

placing the results of vertex operations in, 96

for vertex shaders, 202-204

output texture coordinate registers, 203-204

oversaturated colors

handling, 143-144

strategies for dealing with, 27



Real-Time Shader Programming(c) Covering Directx 9. 0
Real-Time Shader Programming (The Morgan Kaufmann Series in Computer Graphics)
ISBN: 1558608532
EAN: 2147483647
Year: 2005
Pages: 104
Authors: Ron Fosner

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