XNA 3D Game Development- Chapter 2 Key Terms

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Across
  1. 4. A method call used to cause the graphics device to interpret the vertex buffer and output the triangles it contains to the graphics card
  2. 5. holds a list of 3D vertices that can be sent to the graphics card in a single push.
  3. 7. If you hold your hands with your palms facing up, and curl your fingers 90 degrees up from your palm, your palm points along the positive X axis, and your fingers point along the positive Y axis. If you point your thumb out away from your hand, the thumb points along the positive Z axis, relative to X and Y.
  4. 9. Requires the use of 3 coordinates to calculate locations along the x, y and the z axis.
  5. 10. It is a camera that is placed in the location of the character's eyes
  6. 11. describes to the graphics card how to translate (or project) 3D objects onto the 2D viewing area of the screen
Down
  1. 1. tells the Visual Studio IDE that these sections of the code can be collapsed as a unit to hide the details while we work on other sections of the code
  2. 2. is a two-dimensional array of numbers used to transform points in 3D space
  3. 3. Effects are constructed with a mini-programming language that can produce a wide variety of surfaces and special effects
  4. 6. defines the position and direction from which the camera views the 3D world
  5. 8. defines the point, past which objects in the 3D world will no longer be displayed