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24 Cards in this Set
- Front
- Back
P*
|
Point
Varying Surface Position R/W enabled |
|
dPdu
|
vector
varying Derivative of surface position along u |
|
dPdv
|
vector
varying Derivative of surface position along v |
|
N*
|
normal
varying Surface shading normal R/W enabled |
|
Nn+
|
normal
varying Normalized Surface shading normal normalize(N) |
|
Ng
|
Surface geometric normal
|
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I (i)
|
vector
varying Incident ray direction a vector that travels from eye to the surface point |
|
E
|
point
uniform Position of the Eye |
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u,v
|
float
varying Surface parameters |
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du, dv
|
float
varying Change in surface parameters |
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s,t
|
float
varying Surface texture coordinates |
|
ss,tt
sss,ttt ssss,tttt etc |
float
varying (Any) Modification to surface texture coordinates |
|
ncomps
|
float
uniform Number of color components |
|
time
|
float
uniform Current shutter time |
|
dtime
|
float
uniform The amount of time covered by this shading sample |
|
IOR+
|
float
uniform Index of refraction for a material |
|
eta+
|
float
uniform The ratio of the index of refraction IOR In the volume containing the incident vector to that of the volume being entered. |
|
V+
|
vector
varying -normalize(I); The normalized vector traveling from position of the viewer's "eye" to surface point USED TO: _____ |
|
ceiling( v )
|
float
Smallest integer >= v |
|
floor( v )
|
float
Largest integer <= v |
|
round( v )
|
float
Closest integer to v |
|
K-anything+
|
RSL has German origins so anytime a coefficient is used for a part of code, it's noted with a K - instead of a C - because coefficient is spelt "Koeffizient", auf Deutsche.
|
|
T+
|
Frequently used to note a vector. It has a couple of other uses but I need to learn more before I write it down.
|
|
Km+
|
float
uniform(?) A stored value for the calculated displacement bound of a shader. |