Index[A] [B] [C] [D] [E] [F] [G] [H] [I] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [X] [Z] Painter's algorithm Parallel projections Parameters light source material Parsing extension strings Pbuffers 2nd 3rd Per-fragment lighting Per-fragment operations Per-vertex lighting 2nd Per-vertex operations 2nd Percentage closer filtering 2nd 3rd Performance accumulation buffer and debugging code and display lists and face-culling and geometric resolution and glBegin()/glEnd() and material parameters measuring and normalization and occlusion queries and pixel rectangles and state pushing 2nd and vertex array size and vertex count and vertical sync Perspective division Perspective projections 2nd PEX 2nd PEXlib API PHIGS (Programmer's Hierarchical Interactive Graphics System) Picking example code 2nd 3rd Pipeline architecture bottlenecks pixel 2nd 3rd rendering transformation Pixel alignment 2nd data formats 2nd 3rd operations 2nd ownership test zoom Pixel pipeline 2nd 3rd Pixel rectangles copying pixels debugging drawing pixels performance reading pixels PixelBuffer example code PixelRectangles example program 2nd Platform-specific interfaces Apple Mac OS X Linux Microsoft Windows Platform-specific SDK Points Polygon coloring mode tesselation Polygon offset Positional light sources Postmultiplication Precision Primitives, drawing alpha and transparency clearing the framebuffer co-planar primitives depth test modeling transformations performance polygon mode smooth and flat shading types vertex data ProjectedShadows example Projection matrix 2nd 3rd Projection transformation 2nd |