|
|
"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
|
|