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13<HEAD>
14<TITLE>OGRE Manual v1.2.0 ('Dagon'): Table of Contents</TITLE>
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26<A NAME="SEC_Contents"></A>
27<TABLE CELLPADDING=1 CELLSPACING=1 BORDER=0>
28<TR><TD VALIGN="MIDDLE" ALIGN="LEFT">[<A HREF="index.html#SEC_Top">Top</A>]</TD>
29<TD VALIGN="MIDDLE" ALIGN="LEFT">[<A HREF="manual_toc.html#SEC_Contents">Contents</A>]</TD>
30<TD VALIGN="MIDDLE" ALIGN="LEFT">[Index]</TD>
31<TD VALIGN="MIDDLE" ALIGN="LEFT">[<A HREF="manual_abt.html#SEC_About"> ? </A>]</TD>
32</TR></TABLE>
33<HR SIZE=1>
34<H1>Table of Contents</H1>
35<UL>
36<A NAME="TOC1" HREF="manual_1.html#SEC1">1. Introduction</A>
37<BR>
38<UL>
39<A NAME="TOC2" HREF="manual_2.html#SEC2">1.1 Object Orientation - more than just a buzzword</A>
40<BR>
41<A NAME="TOC3" HREF="manual_3.html#SEC3">1.2 Multi-everything</A>
42<BR>
43</UL>
44<A NAME="TOC4" HREF="manual_4.html#SEC4">2. The Core Objects</A>
45<BR>
46<UL>
47<A NAME="TOC8" HREF="manual_5.html#SEC8">2.1 The Root object</A>
48<BR>
49<A NAME="TOC9" HREF="manual_6.html#SEC9">2.2 The RenderSystem object</A>
50<BR>
51<A NAME="TOC10" HREF="manual_7.html#SEC10">2.3 The SceneManager object</A>
52<BR>
53<A NAME="TOC11" HREF="manual_8.html#SEC11">2.4 The ResourceManager Objects</A>
54<BR>
55<A NAME="TOC12" HREF="manual_9.html#SEC12">2.5 The Mesh Object</A>
56<BR>
57<A NAME="TOC13" HREF="manual_10.html#SEC13">2.6 Entities</A>
58<BR>
59<A NAME="TOC14" HREF="manual_11.html#SEC14">2.7 Materials</A>
60<BR>
61<A NAME="TOC15" HREF="manual_12.html#SEC15">2.8 Overlays</A>
62<BR>
63</UL>
64<A NAME="TOC22" HREF="manual_13.html#SEC22">3. Scripts</A>
65<BR>
66<UL>
67<A NAME="TOC23" HREF="manual_14.html#SEC23">3.1 Material Scripts</A>
68<BR>
69<UL>
70<A NAME="TOC31" HREF="manual_15.html#SEC31">3.1.1 Techniques</A>
71<BR>
72<A NAME="TOC35" HREF="manual_16.html#SEC35">3.1.2 Passes</A>
73<BR>
74<A NAME="TOC61" HREF="manual_17.html#SEC61">3.1.3 Texture Units</A>
75<BR>
76<A NAME="TOC85" HREF="manual_18.html#SEC85">3.1.4 Declaring Vertex and Fragment Programs</A>
77<BR>
78<A NAME="TOC99" HREF="manual_19.html#SEC99">3.1.5 Using Vertex and Fragment Programs in a Pass</A>
79<BR>
80<A NAME="TOC106" HREF="manual_20.html#SEC106">3.1.6 Copying Materials</A>
81<BR>
82</UL>
83<A NAME="TOC111" HREF="manual_21.html#SEC111">3.2 Compositor Scripts</A>
84<BR>
85<UL>
86<A NAME="TOC115" HREF="manual_22.html#SEC115">3.2.1 Techniques</A>
87<BR>
88<A NAME="TOC117" HREF="manual_23.html#SEC117">3.2.2 Target Passes</A>
89<BR>
90<A NAME="TOC124" HREF="manual_24.html#SEC124">3.2.3 Compositor Passes</A>
91<BR>
92<A NAME="TOC144" HREF="manual_25.html#SEC144">3.2.4 Applying a Compositor</A>
93<BR>
94</UL>
95<A NAME="TOC145" HREF="manual_26.html#SEC145">3.3 Particle Scripts</A>
96<BR>
97<UL>
98<A NAME="TOC149" HREF="manual_27.html#SEC149">3.3.1 Particle System Attributes</A>
99<BR>
100<A NAME="TOC167" HREF="manual_28.html#SEC167">3.3.2 Particle Emitters</A>
101<BR>
102<A NAME="TOC169" HREF="manual_29.html#SEC169">3.3.3 Particle Emitter Attributes</A>
103<BR>
104<A NAME="TOC184" HREF="manual_30.html#SEC184">3.3.4 Standard Particle Emitters</A>
105<BR>
106<A NAME="TOC191" HREF="manual_31.html#SEC191">3.3.5 Particle Affectors</A>
107<BR>
108<A NAME="TOC192" HREF="manual_32.html#SEC192">3.3.6 Standard Particle Affectors</A>
109<BR>
110</UL>
111<A NAME="TOC200" HREF="manual_33.html#SEC200">3.4 Overlay Scripts</A>
112<BR>
113<UL>
114<A NAME="TOC206" HREF="manual_34.html#SEC206">3.4.1 OverlayElement Attributes</A>
115<BR>
116<A NAME="TOC217" HREF="manual_35.html#SEC217">3.4.2 Standard OverlayElements</A>
117<BR>
118</UL>
119<A NAME="TOC222" HREF="manual_36.html#SEC222">3.5 Font Definition Scripts</A>
120<BR>
121</UL>
122<A NAME="TOC225" HREF="manual_37.html#SEC225">4. Mesh Tools</A>
123<BR>
124<UL>
125<A NAME="TOC226" HREF="manual_38.html#SEC226">4.1 Exporters</A>
126<BR>
127<A NAME="TOC228" HREF="manual_39.html#SEC228">4.2 XmlConverter</A>
128<BR>
129<A NAME="TOC229" HREF="manual_40.html#SEC229">4.3 MeshUpgrader</A>
130<BR>
131</UL>
132<A NAME="TOC230" HREF="manual_41.html#SEC230">5. Hardware Buffers</A>
133<BR>
134<UL>
135<A NAME="TOC231" HREF="manual_42.html#SEC231">5.1 The Hardware Buffer Manager</A>
136<BR>
137<A NAME="TOC232" HREF="manual_43.html#SEC232">5.2 Buffer Usage</A>
138<BR>
139<A NAME="TOC233" HREF="manual_44.html#SEC233">5.3 Shadow Buffers</A>
140<BR>
141<A NAME="TOC234" HREF="manual_45.html#SEC234">5.4 Locking buffers</A>
142<BR>
143<A NAME="TOC236" HREF="manual_46.html#SEC236">5.5 Practical Buffer Tips</A>
144<BR>
145<A NAME="TOC237" HREF="manual_47.html#SEC237">5.6 Hardware Vertex Buffers</A>
146<BR>
147<UL>
148<A NAME="TOC238" HREF="manual_48.html#SEC238">5.6.1 The VertexData class</A>
149<BR>
150<A NAME="TOC239" HREF="manual_49.html#SEC239">5.6.2 Vertex Declarations</A>
151<BR>
152<A NAME="TOC241" HREF="manual_50.html#SEC241">5.6.3 Vertex Buffer Bindings</A>
153<BR>
154<A NAME="TOC244" HREF="manual_51.html#SEC244">5.6.4 Updating Vertex Buffers</A>
155<BR>
156</UL>
157<A NAME="TOC245" HREF="manual_52.html#SEC245">5.7 Hardware Index Buffers</A>
158<BR>
159<UL>
160<A NAME="TOC246" HREF="manual_53.html#SEC246">5.7.1 The IndexData class</A>
161<BR>
162<A NAME="TOC248" HREF="manual_54.html#SEC248">5.7.2 Updating Index Buffers</A>
163<BR>
164</UL>
165<A NAME="TOC249" HREF="manual_55.html#SEC249">5.8 Hardware Pixel Buffers</A>
166<BR>
167<UL>
168<A NAME="TOC250" HREF="manual_56.html#SEC250">5.8.1 Textures</A>
169<BR>
170<A NAME="TOC254" HREF="manual_57.html#SEC254">5.8.2 Updating Pixel Buffers</A>
171<BR>
172<A NAME="TOC257" HREF="manual_58.html#SEC257">5.8.3 Texture Types</A>
173<BR>
174<A NAME="TOC259" HREF="manual_59.html#SEC259">5.8.4 Pixel Formats</A>
175<BR>
176<A NAME="TOC262" HREF="manual_60.html#SEC262">5.8.5 Pixel boxes</A>
177<BR>
178</UL>
179</UL>
180<A NAME="TOC263" HREF="manual_61.html#SEC263">6. External Texture Sources</A>
181<BR>
182<A NAME="TOC270" HREF="manual_62.html#SEC270">7. Shadows</A>
183<BR>
184<UL>
185<A NAME="TOC273" HREF="manual_63.html#SEC273">7.1 Stencil Shadows</A>
186<BR>
187<A NAME="TOC280" HREF="manual_64.html#SEC280">7.2 Texture-based Shadows</A>
188<BR>
189<A NAME="TOC291" HREF="manual_65.html#SEC291">7.3 Modulative Shadows</A>
190<BR>
191<A NAME="TOC293" HREF="manual_66.html#SEC293">7.4 Additive Light Masking</A>
192<BR>
193</UL>
194<A NAME="TOC296" HREF="manual_67.html#SEC296">8. Animation</A>
195<BR>
196<UL>
197<A NAME="TOC297" HREF="manual_68.html#SEC297">8.1 Skeletal Animation</A>
198<BR>
199<A NAME="TOC298" HREF="manual_69.html#SEC298">8.2 Animation State</A>
200<BR>
201<A NAME="TOC299" HREF="manual_70.html#SEC299">8.3 Vertex Animation</A>
202<BR>
203<UL>
204<A NAME="TOC302" HREF="manual_71.html#SEC302">8.3.1 Morph Animation</A>
205<BR>
206<A NAME="TOC303" HREF="manual_72.html#SEC303">8.3.2 Pose Animation</A>
207<BR>
208<A NAME="TOC304" HREF="manual_73.html#SEC304">8.3.3 Combining Skeletal and Vertex Animation</A>
209<BR>
210</UL>
211<A NAME="TOC307" HREF="manual_74.html#SEC307">8.4 SceneNode Animation</A>
212<BR>
213<A NAME="TOC308" HREF="manual_75.html#SEC308">8.5 Numeric Value Animation</A>
214<BR>
215</UL>
216</UL>
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