C

camera
A Direct3DRMFrame object used by the viewport to define the viewing position and direction. The viewport renders only what is visible along the positive z-axis of the camera frame, with the up direction being in the direction of the positive y-axis.
camera space
The frame of reference where the viewer is at the origin, looking in the direction of the positive z-direction. Objects are transformed from world space to camera space by using the view transformation.
clip list
A series of rectangles that describes the visible areas of the surface. The clip list cannot be set if a window handle is already associated with the DirectDrawClipper object.
clipper
A DirectDrawClipper object.
codec
Represents the phrase "compressor and decompressor."
collision detection
The process of determining if any pixels for two images share the same location on the screen. See also hit detection.
color key
A value indicating the color to be used for transparent or translucent effects. When using a hardware blitter, for example, all of the pixels of a rectangular area will be blitted except for the value that was set as the color key, thereby creating nonrectangular sprites on a surface.
color space
A model for representing color as three or more coordinates. Color-space models map color components onto a Cartesian coordinate system in three or more dimensions. A color space may use any of several types of color encoding and visualizing color. The two most common types of color space models are RGB and YUV.
color-space conversion
A technique for converting a color in one color space to another color space. Typically, this conversion is from YUV colors from a video source to RGB for display.
color table
An array of n color values (normally RGB triples).
complex surface
The collective term for several DirectDrawSurface objects, all of which are attached to a root surface. The complex-surface structure can be destroyed only by destroying the root.
cull
Skipping a back face of a 3-D primitive during the rendering process.
current play position
The location in a DirectSound buffer where a sound is being played.
current write position
The location in a DirectSound buffer where it is safe to change data in that buffer.