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W
[Glossary]

Glossary entries beginning with W.

Winding Order

A triangle is defined by three points. They can be defined in clockwise order, or anti-clockwise. For most rendering purposes the triangle can be ignored if it is facing away from the camera, because it is on the hidden side of a solid object. By defining the points in clockwise order, the sequence in which it points appear to the camera indicate whether the triangle is visible. This order is called the triangle's winding order.

World

The static geometry in a RenderWare Graphics application. Worlds are broken down into separate world sectors.

See also:
RpWorld

World Manager

3D graphics software that looks after the position of objects, lights and cameras in a scene, and knows what is visible.

World Origin

The center of the world. This is the same as the Cartesian origin (0,0,0).

World Sector

World sectors are leaf nodes in a binary space partition tree that RenderWare Graphics builds to accelerate rendering.

See also:
RpWorldSector , BSP

World Viewer

Used to load and explore BSP worlds. See the Clump View and World View Viewer document for more information.

See also:
Viewers

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