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Graphics Structures is just a folder that contains source and headers included by Engine.cpp or Engine.h; files in the directory are not directly compiled and linked into the project. These are structures specific to computer graphics rendering.
Generic 32-bit RGBA color structure.
RGBColor.h, Web Version
RGBColor.cpp, Web Version
A bitmap class (a 2D array of RGBColor's.)
Bitmap.h, Web Version
Bitmap.cpp, Web Version
A simple ZBuffer structure, for software rendering. Stores the depth of each screen pixel.
ZBuffer.h, Web Version
ZBuffer.cpp, Web Version
The MatrixController class manages the 3 transformations (world, view, projection) central to the graphics pipeline.
MatrixController.h, Web Version
MatrixController.cpp, Web Version
The Camera class represents a 3-D free floating camera. For a description of the keys (which can easily be reconfigured) go here.
Camera.h, Web Version
Camera.cpp, Web Version
Rendering functions for lines and polygons in software. Not very efficent.
PrimitiveRender.h, Web Version
PrimitiveRender.cpp, Web Version
A MeshVertex represents a single vertex in a mesh structure.
MeshVertex.h, Web Version
MeshVertex.cpp, Web Version
Clipper is used to take an arbitrary polygon and clip it against the viewing frustrum.
Clipper.h, Web Version
Clipper.cpp, Web Version
Viewport represents a rectangle on the screen used for rendering.
Viewport.h, Web Version
Viewport.cpp, Web Version
last updated: May 13th 2005 © 2005 by Matthew Fisher