Full Index of Classic HOOPS


A B C D E F G H I K L M N O P Q R S T U V W Z

Back


A

Alias

Alignment, of text, (Click here)

Arc

Atmospheric Attenuation (see depth cueing in Rendering Options)

Attributes


B

Backing Store (see Backplane Culling

Bounding Volumes

Buffers

Button


C

Callback Routines

Camera

C Code Generation of a HOOPS program (see entry in System Options)

Character Alignment, (Click here)

Character Sets Available

Circle

Circumcuboid

Circumsphere

Clipping

Color

Convex Hull

Coordinate System

Copy

Creation

Cross Product

Culling

Cursor

Cutting Planes


D

Data Types

Deleting (also see entries under Flush)

Depth Buffer, see Z-buffer

Depth Cueing (see Rendering Options)

Dot Product

Double Buffering

Disabling Input

Display

Drawing (see entries under Rendering Options also)

Drivers

Driver Options


E

Editing

Ellipse

Evaluating

Events

Error Handler (see Handler)

Error Messages (see Messages)

Existence of entities within some specified segment(s), (Click here)

Exit Handler (see Handler)

Extents (see Bounding Volumes)


F

Filling In

Flush

Font


G

Gamma Correction (see Geometric Extents (see Bounding Volumes)

Geometry

Gouraud Shading

Grids


H

Handedness

Handler

Heuristics

Hidden Surfaces

HLS Color Model, setting color model to HLS, (Click here)

HOOPS

HIC Color Model, setting color model to HIC, (Click here)

HSV Color Model, setting color model to HSV, (Click here)

HT_Structures (Click here for a brief description of each of the types listed below)


I

Illumination, (see Lights)

Images

Input

Inserting Text (Click here)

Interpolation

Interrupts

Ink (also see Line)

Insert (see specific geometric type)


K

Keys


L

Licensing for additional HOOPS products

Lights

  • showing

    Light Types

    Lines


    M

    Marker

    Matrices

    Memory

    Mesh

    Messages

    Metafiles

    Moving

    Modelling Transforms


    N

    Normals


    O

    Opening


    P

    Painters hsr algorithm

    Parsing Strings, (Click here)

    Perspective Correction (see Rendering Options)

    Perspective Projection, (see Phong Shading

    Polyline

    Polygon

    Printer

    Priority hsr algorithm

    Program control


    Q

    Queueing

    Quick Updates for a particular segment


    R

    Rendering

    RGB Color Model, setting color model to RGB, (Click here)


    S

    Screen

    Search

    Segment

    Selectability

    Selection Events

    Set

    Shading

    Shell

    Show

    Software Frame Z-Buffer

    Strings

    Style Segment

    Surface Normals

    System

    System Startup (Click here for details)


    T

    Text

    Texture


    U

    Updates

    User Input

    User Options


    V

    Vectors

    Visibility


    W

    Wakeup

    Window

    Wireframe Model


    Z

    Z-buffer hsr algorithm

    Z-sort hsr algorithm

    Zooming Camera (see Camera)