See flip.
The set of colors used by an object or application. In DirectX, a DirectDrawPalette object.
An integer index into the palette table array that is used to select a particular color.
The relative volume, measured in hundredths of decibels, between the left and right audio channels.
A light source that illuminates objects with parallel light, but the orientation of the light is taken from the position of the parallel point light source. For example, two meshes on either side of a parallel point light source are lit on the side that faces the position of the source.
The outer, dimly lit section of a spotlight's cone of light. The penumbra surrounds the umbra and merges with the surrounding deep shadow. See also umbra, and spotlight.
To search for visuals in a scene given a 2D coordinate in a viewport.
The distance between two addresses in memory that represent the beginning of a line and the beginning of the next line in a stored bitmap. In DirectDraw, the difference between memory pitch and memory width is important, since not all display memory is laid out as one linear block. For rectangular memory, for example, the pitch of the display memory could include the width of the bitmap plus part of a cache. See also width.
A single participant in a DirectPlay session. Each player is associated with a player ID that enables messages to be exchanged among players.
A unique number that is assigned to each participant in a DirectPlay session when the participant is created. The application can exchange messages among players by using player IDs. The host is always assigned the DPID_SYSMSG player ID.
A light source that radiates equally in all directions from its origin.
In the specular property of a material, the value that determines the sharpness of specular highlights. A value of 5 gives a metallic appearance, and higher values give a more plastic appearance.
The buffer the user hears when a game is playing. The primary buffer is generally used to mix sound from secondary buffers, but it can be accessed directly for custom mixing or other specialized activities.
The area in memory containing the image being displayed on the monitor. In DirectX, the primary surface is represented by the primary DirectDrawSurface object.