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Glossary

draw context
A draw context contains a view matrix and a projection matrix. Together, these matrices define the parameters for a virtual camera that views the 3D scene.
effect
An effect contains two shaders: a vertex shader and a pixel shader (also referred to as a "fragment shader"). The vertex shader processes the vertex positions, which are defined in local object space, and converts them to screen space. It also performs lighting and other per-vertex calculations. The pixel shader generates the color of the individual pixels based on interpolated vertex data coming from the vertex shader.
fragment shader
See pixel shader.
material
A material defines the surface parameters of a 3D object, such as its diffuse, ambient, and specular colors. The material's parameters are used by the effect to determine the rendered appearance of the object's surface.
pack
A pack holds references to other data. Its only function is to manage the lifetime of data. For example, if you create a new pack, then load a COLLADA file into that pack, all the textures, states, buffers, shapes, and transforms are associated with that pack.
pixel shader
The pixel shader uses the output of the rasterizer and calculates the color of each pixel in the O3D window. Also called fragment shader.
primitive
A shape is composed of one or more primitives. A given primitive can have only one material assigned to it.
render graph
A tree of nodes and associated parameters that describe how to display the transform graph's draw elements.
rendering
Rendering is the process of traversing the render graph, executing the operations of each node in the render graph to draw objects on the screen.
sampler
A sampler is an object that describes how to apply a texture bitmap to a shape's surfaces.
shape
Shapes contain references to the data to render a shape: vertex buffers, index buffers, effects, state, as well as the material parameters an effect needs to be rendered.
texture
A texture is a 2D array of pixel data.
transform
A transform contains a local matrix parameter. When transforms are arranged in a parent/child relationship, their local matrices will be concatenated automatically to provide a world matrix.
transform graph
A transform graph is a hierarchy of transforms, with associated shapes, materials, and effects.
vertex shader
The vertex shader calculates the position of each vertex, in homogeneous clip space, as well as the value of each per-vertex attribute.