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.