Object-oriented graphics programming in C++, Volume 2This handbook is designed to provide programmers with the information needed to produce realistic images on a PC. It focuses on Borland's C++ compilers and covers a variety of techniques. Beginners and more advanced programmers will benefit from the topics covered, and all of the program code is provided on the disk included with the book. |
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Contents
Introduction | 1 |
VGA VESA Super VGA | 11 |
Selecting Colors with An Octree | 37 |
Copyright | |
21 other sections not shown
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® 0xAOOOOOOOL 16.8 million color apex bank break bytes clip_test(clip_list clipping CollisionTest(Line color data color mode color register color.Red cone conio.h constructor continued cos_incident_angle cout CYLINDER define dir_index display mode dot product equation file name floating point numbers Floating point vector function get_float_vector get_string(string_buf getch Graphics hash table integer intersection LAMP line->dir line->loc long int loop maxdepth newline newline.dir newline.loc no_param node noise norm NULL object octree offset old_bank operator parameter PCX file picture plane plot(int POLYGON printf quadratic quadric radius ray tracing reg.h.al reg.x.ax result result.z return(FALSE return(TRUE RGB color RGB Scale run length limited screen set(void Speedstar sphere strcat subtype Super VGA card surface normal switch statement Targa file template class Type TEXTURE three floating point undocumented union REGS reg unsigned char unsigned int unsigned long Vector<float Vector<int Vector<Type vertex vertex[0 VESA void xres yres