Index
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V
- Vault - Class in Vrml2Sourcebook.Siggraph98Course
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Gothic vaulted ceiling archway: this file builds a piece of a vaulted ceiling using an IndexedFaceSet node.
- Vault() - Constructor for class Vrml2Sourcebook.Siggraph98Course.Vault
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Default constructor to create this object.
- Vector - Class in Vrml2Sourcebook.Siggraph98Course
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Vector: this world illustrates the use of a Prototype declaration to define a generic vector whose position, orientation, scale, and color are all set by incoming fields.
- Vector() - Constructor for class Vrml2Sourcebook.Siggraph98Course.Vector
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Default constructor to create this object.
- VectorField1 - Class in Vrml2Sourcebook.Siggraph98Course
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Vector field: this world illustrates the use of an external prototype to define a generic vector.
- VectorField1() - Constructor for class Vrml2Sourcebook.Siggraph98Course.VectorField1
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Default constructor to create this object.
- Vrml2Sourcebook.Chapter02Introduction - package Vrml2Sourcebook.Chapter02Introduction
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This chapter presents introductory concepts describing VRML/X3D files, building shapes, three dimensions and event animation.
- Vrml2Sourcebook.Chapter03Shapes - package Vrml2Sourcebook.Chapter03Shapes
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This chapter describes how to build primitive geometric shapes.
- Vrml2Sourcebook.Chapter04Text - package Vrml2Sourcebook.Chapter04Text
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Text geometry is placed in a Shape to describe your scene.
- Vrml2Sourcebook.Chapter05PositioningShapes - package Vrml2Sourcebook.Chapter05PositioningShapes
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This chapter describes how to position shapes within an X-Y-Z world coordinate system by adding a parent Transform node.
- Vrml2Sourcebook.Chapter06RotatingShapes - package Vrml2Sourcebook.Chapter06RotatingShapes
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Rotations can transform the orientation of a shape in any direction.
- Vrml2Sourcebook.Chapter07ScalingShapes - package Vrml2Sourcebook.Chapter07ScalingShapes
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Scale transformations grow or shrink a local coordinate system by a scaling factor in the X, Y, and Z directions.
- Vrml2Sourcebook.Chapter08AnimatingPositionOrientationScale - package Vrml2Sourcebook.Chapter08AnimatingPositionOrientationScale
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TimeSensor nodes produce clock events that can drive event-producing interpolators for animating position, orientation and scale.
- Vrml2Sourcebook.Chapter09SensingViewer - package Vrml2Sourcebook.Chapter09SensingViewer
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Authors can design interactivity into a scene that responds to user actions.
- Vrml2Sourcebook.Chapter10Materials - package Vrml2Sourcebook.Chapter10Materials
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Appearance and Material nodes control a shape's shading color (diffuseColor), glow color (emissiveColor), transparency, shininess, and ambient intensity.
- Vrml2Sourcebook.Chapter11Grouping - package Vrml2Sourcebook.Chapter11Grouping
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Grouping nodes are used to group shapes to compose complex shapes.
- Vrml2Sourcebook.Chapter12Inline - package Vrml2Sourcebook.Chapter12Inline
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Inline nodes can load other VRML/X3D scenes into the current scene, helping authors reuse models to build larger worlds.
- Vrml2Sourcebook.Chapter13PointsLinesFaces - package Vrml2Sourcebook.Chapter13PointsLinesFaces
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Points, lines and mesh faces allow authors to build a complete variety of geometry.
- Vrml2Sourcebook.Chapter14ElevationGrid - package Vrml2Sourcebook.Chapter14ElevationGrid
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ElevationGrid nodes provide a simple way to construct terrain-like geometry.
- Vrml2Sourcebook.Chapter15Extrusion - package Vrml2Sourcebook.Chapter15Extrusion
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Extrusion geometry is defined by a 2D cross-section that is stretched and rotated around a central spine.
- Vrml2Sourcebook.Chapter16Color - package Vrml2Sourcebook.Chapter16Color
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The Color node lists Red-Green-Blue (RGB) colors to use for rendering points in a geometric shape.
- Vrml2Sourcebook.Chapter17Textures - package Vrml2Sourcebook.Chapter17Textures
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Textures are 2D images that can be wrapped on top of 3D geometry.
- Vrml2Sourcebook.Chapter18TextureMapping - package Vrml2Sourcebook.Chapter18TextureMapping
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Texture coordinates transform and map pixels in a 2D image onto specific 3D points.
- Vrml2Sourcebook.Chapter19NormalsShading - package Vrml2Sourcebook.Chapter19NormalsShading
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Normal (perpendicular) vectors defined for individual points or polygons can change the shading of geometry.
- Vrml2Sourcebook.Chapter20Lighting - package Vrml2Sourcebook.Chapter20Lighting
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Lights provide virtual illumination that allows objects to be seen.
- Vrml2Sourcebook.Chapter21ShinyMaterials - package Vrml2Sourcebook.Chapter21ShinyMaterials
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Material nodes are the primary way to define color, transparency and shininess for geometric objects.
- Vrml2Sourcebook.Chapter22Background - package Vrml2Sourcebook.Chapter22Background
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A Background node presents a virtual sky above and land (or sea, or space) below.
- Vrml2Sourcebook.Chapter23Fog - package Vrml2Sourcebook.Chapter23Fog
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Fog simulates atmospheric effects by blending distant objects with fog color.
- Vrml2Sourcebook.Chapter24Sound - package Vrml2Sourcebook.Chapter24Sound
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The Sound node controls the stereo 3D spatialization of sound playback by a child AudioClip or MovieTexture node.
- Vrml2Sourcebook.Chapter25LevelOfDetail - package Vrml2Sourcebook.Chapter25LevelOfDetail
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Level of detail (LOD) allows an overall world become very large by letting an author provide high-fidelity models when a viewer is nearby, and simpler geometry when the viewer is far away.
- Vrml2Sourcebook.Chapter26Viewpoint - package Vrml2Sourcebook.Chapter26Viewpoint
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Viewpoints are the primary way for an author to show users what is in a scene, helping them navigate among objects of interest.
- Vrml2Sourcebook.Chapter27SensingVisibilityProximityCollision - package Vrml2Sourcebook.Chapter27SensingVisibilityProximityCollision
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Sensing viewer activity enables the scene to trigger animations.
- Vrml2Sourcebook.Chapter28Anchor - package Vrml2Sourcebook.Chapter28Anchor
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Similar to HTML web pages, the Anchor node lets an author make shapes selectable for navigating to another viewpoint, loading a new VRML/X3D world, or launching new content in a Web browser.
- Vrml2Sourcebook.Chapter29WorldInfo - package Vrml2Sourcebook.Chapter29WorldInfo
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The WorldInfo defines the title of the scene and can hold additional metadata.
- Vrml2Sourcebook.Chapter30Scripts - package Vrml2Sourcebook.Chapter30Scripts
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Scripts allow authors to define their own event-handling code to improve animation sophistication.
- Vrml2Sourcebook.Chapter31Prototypes - package Vrml2Sourcebook.Chapter31Prototypes
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Prototypes are an extension mechanism that lets authors define their own customizable nodes, improving reusability and sharing of cool content.
- Vrml2Sourcebook.Siggraph98Course - package Vrml2Sourcebook.Siggraph98Course
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This entire book was presented as a tutorial during the ACM Special Interest Group on Graphics (SIGGRAPH) conference in 1998.
All Classes and Interfaces|All Packages