Across
- 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
- 5. holds a list of 3D vertices that can be sent to the graphics card in a single push.
- 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.
- 9. Requires the use of 3 coordinates to calculate locations along the x, y and the z axis.
- 10. It is a camera that is placed in the location of the character's eyes
- 11. describes to the graphics card how to translate (or project) 3D objects onto the 2D viewing area of the screen
Down
- 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. is a two-dimensional array of numbers used to transform points in 3D space
- 3. Effects are constructed with a mini-programming language that can produce a wide variety of surfaces and special effects
- 6. defines the position and direction from which the camera views the 3D world
- 8. defines the point, past which objects in the 3D world will no longer be displayed
