341
341
Index
Numbers and Special
Characters
2D transformations, math for, 34–38
rotations, 34–37
scaling, 37–38
translations, 34
3D in Hollywood, 4
3D motion, 249–259
3D shuffle, 71
3D transformations, math for, 38–49
GLKit, 49
inverse transformations, 47–48
projecting object onto screen, 43–47
quaternions, 49
3D worlds, 51–90
clipping regions, 73–75
coordinates for
eye coordinates, 54
OpenGL coordinates, 51–53
face culling, 76–77
FOV in, 75–76
frustum
creating, 67–69
defined, 54–55
geometry for, 60–63
simple demo of, 56–59
solar system example, 77–90
spinning, 69–73
A
Adding interface, 286
alpha, 82
alpha blending, 167–179
functions, 178
multicolor, 178–179
ambient lighting, 109–110
anaglyph technique, 4
angle of incidence, 95, 116–117
angle of reflectance, 116
API Expert, 305
Api Statistics, 306
APIs (Application Programming Interfaces),
OpenGL ES, and textures, 137–141
APPLE_texture_2D_limited_npot extension,
281
Application Programming Interfaces (APIs),
OpenGL ES, and textures, 137–141
attenuation, 112–113, 118
B
backface elimination, 65
baseModelViewMatrix, 22–25
batching, 295–296
bilinear sampling, 156
billboarding, 260
binary space partitioning (BSP), 130
blending, 167–200
alpha, 167–179
blending functions, 171–178
multicolor blending, 178–179
texture, 180–200
mapping with bumps, 191–200
multitexturing, 184–200
Blinn, Jim, 7
Blinn-Phong model, 110
blob shadows, 229
bouncy square example, 143–159
filtering, 155–157
mipmaps, 152–155
OpenGL ES API extensions and PVRTC,
157–159
BSP (binary space partitioning), 130
buffer-matrix, 36
buffer objects
frame. See FBOs