Index C

[SYMBOL] [A] [B] [C] [D] [E] [F] [G] [H] [I] [J] [K] [L] [M] [N] [O] [P] [R] [S] [T] [U] [V] [W]

camera
    depth position
        as variable 
    options
        setting 
    text drawing 
Caps
    storage 
Car class, Dodger game 
car, adding to game  2nd  3rd  4th  5th  6th  7th  8th  9th 
chorus effect 
classes
    BaseTexture 
    Device  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th 
    GraphicsSprite 
    Line class 
    ProgressiveMesh 
    Resource  2nd  3rd 
    Sprite class  2nd  3rd  4th  5th  6th  7th 
cleaning meshes 
    parameters 
client connections
    initializing 
client/server sessions
    DirectPlay
        connecting clients  2nd  3rd  4th  5th  6th  7th 
        data packets, sending  2nd  3rd  4th  5th  6th  7th  8th 
        lost events on server  2nd 
        received data, client  2nd 
    DirectPlay and 
        dedicated server session  2nd  3rd  4th  5th  6th 
ClientInformation event 
Clone method 
cloning
    mesh data  2nd  3rd  4th 
color
    textures
        blended textures  2nd  3rd  4th  5th  6th  7th  8th  9th  10th 
color values
    ambient lighting 
    diffuse lighting
        white 
compression effect 
Connect method
    overloads 
ConnectComplete event 
connections
    voice sessions, DirectPlay 
constants
    specular highlighting 
constructors
    device creation 
    devices
        overloads 
    meshes 
    texture
        parameters 
containers
    meshes
        rendering  2nd  3rd 
Control Panel
    device-specific 
conversion
    formats
        detecting 
    modeling software 
coordinates
    defining 
    left-handed system 
    transformed 
cylinders
    left-handed coordinate system 



Managed DirectX 9 Graphics and Game Programming, Kick Start
Managed DirectX 9 Kick Start: Graphics and Game Programming
ISBN: B003D7JUW6
EAN: N/A
Year: 2002
Pages: 180
Authors: Tom Miller

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