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Acron Manual
Acron Acron
1.11 | Python | C++
  • Introduction to Acron
    • Installing Acron in Windows
    • Installing Acron in Linux
    • General Preparation
    • Running your Program
    • Byte of Python
      • Variables and Types
      • Collections
      • Control Flow
      • Functions
      • Classes and Objects
      • Modules and Imports
      • What’s Next
    • An Acron Hello World Tutorial
      • Starting Acron
      • Loading the Grassy Scenery
      • Controlling the Camera
      • Loading and Animating the Acron Model
      • Using Intervals to move the Acron
      • Tutorial End
  • Asset Pipeline
    • Supported Model Formats
    • Egg Files
      • Converting to Egg
      • Converting Egg to Bam
      • Parsing and Generating Egg Files
      • Egg Syntax
    • glTF Files
    • Converting from Blender
    • Converting from Autodesk Maya
    • Converting from 3ds Max
    • Previewing Models in pview
    • Pipeline Tips
  • Debugging
    • Log Messages
    • Inspection Tools
      • The Scene Graph Browser
      • Enhanced Mouse Navigation
      • Utility Functions
    • The Python Debugger
    • Running Acron under the C++ Debugger
  • Performance Optimization
    • Basic Performance Diagnostics
    • Measuring Performance with PStats
      • Basic Profiling
      • Graph Types
      • Thread Profiling
      • GPU Timing
      • User-Defined Collectors
      • Customizing the UI
      • PStats Internals
    • Common Performance Issues
      • Too Many Meshes
      • Too Many State Changes
      • Too Many Text Updates
      • Too Many Shader Instructions
      • Excessive Fill
      • Memory Full
      • Python Calculation
      • Failure to Garbage Collect
      • Collision System Misuse
      • Motherboard Integrated Video
      • Too Many Polygons
      • Miscellaneous
    • The Rigid Body Combiner
  • Distributing Acron Applications
    • Building Binaries
    • List of Build Options
    • Packaging Binaries
    • Building for Android
    • Troubleshooting
    • Third-party dependencies and license info
  • API Reference
    • acron
    • direct
      • Built-in Global Variables
  • Glossary
  • Programming with Acron
    • The Scene Graph
      • Model Files
      • Common State Changes
      • Manipulating a Piece of a Model
      • Searching the Scene Graph
      • Instancing
      • Level of Detail
    • Animated Models
      • Loading Actors and Animations
      • Actor Animations
      • Multi-Part Actors
      • Attaching an Object to a Joint
      • Controlling a Joint Procedurally
    • The Configuration File
      • Configuring Acron
      • List of All Config Variables
      • Accessing Config Vars in a Program
    • Render Attributes
      • List of All Attributes
      • Lighting
      • Materials
      • Depth Test and Depth Write
      • Fog
      • Alpha Testing
      • Color Write Masks
      • Antialiasing
      • Clip Planes
      • Tinting and Recoloring
      • Backface Culling and Frontface Culling
      • Occlusion Culling
        • Polygon Occluder Culling
        • Portal Culling
      • Light Ramps
      • Auxiliary Bitplane Control
      • Stencil Attribute
    • Texturing
      • Simple Texturing
      • Choosing a Texture Size
      • Texture Wrap Modes
      • Texture Filter Types
      • Simple Texture Replacement
      • Multitexture Introduction
      • Texture Modes
      • Texture Order
      • Texture Combine Modes
      • Texture Transforms
      • Multiple Texture Coordinate Sets
      • Automatic Texture Coordinates
      • Projected Textures
      • Simple Environment Mapping
      • 3-D Textures
      • Cube Maps
      • Environment Mapping with Cube Maps
      • Automatic Texture Animation
      • Playing MPG and AVI files
      • Multiview Textures
      • Transparency and Blending
      • Texture Management
      • Texture Compression
      • Creating New Textures from Scratch
    • Shaders
      • Shader Basics
      • List of GLSL Shader Inputs
      • List of Possible Cg Shader Inputs
      • Shaders and Coordinate Spaces
      • Known Shader Bugs and Limitations
      • The Shader Generator
      • Compute Shaders
    • Camera Control
      • The Default Camera Driver
      • Lenses and Field of View
      • Orthographic Lenses
    • Sound
      • Loading and Playing Sounds and Music
      • Manipulating Sounds
      • Audio Managers
      • DSP Effects
      • 3D Audio
      • Multi-Channel
    • Intervals
      • Lerp Intervals
      • Function Intervals
      • Actor Intervals
      • Sound Intervals
      • Sequences and Parallels
      • Motion Paths
      • Particle Intervals
      • Projectile Intervals
    • Tasks and Event Handling
      • Tasks
      • Task Chains
      • Event Handlers
      • Coroutines
      • Main Loop
      • Threading
    • GUI
      • Rendering Text
      • Rendering Images
      • DirectGUI
        • DirectButton
        • DirectCheckButton
        • DirectRadioButton
        • DirectDialog
        • DirectEntry
        • DirectFrame
        • DirectLabel
        • DirectOptionMenu
        • DirectScrolledList
        • DirectWaitBar
        • DirectSlider
        • DirectScrollBar
        • DirectScrolledFrame
      • Text Fonts
      • Embedded Text Properties
      • RmlUi
        • Getting Started with RmlUi
        • Documents and Elements
        • Events
        • Data Binding
        • Input
        • Off-screen Regions and High-DPI Displays
        • Layout and Rendering Notes
    • Render Effects
      • Billboard Effects
      • Compass Effects
      • Gaussian Splat Sorter
    • Finite State Machines
      • FSM Introduction
      • Simple FSM Usage
      • FSM with input
      • Advanced FSM Tidbits
    • Terrain
      • The Heightfield Tesselator
      • Geometrical MipMapping
    • Advanced operations with internal structures
      • How Acron Stores Vertices and Geometry
        • GeomVertexData
        • GeomVertexFormat
        • GeomPrimitive
        • Geom
        • GeomNode
        • BoundingVolume
      • Procedurally Generating 3D Models
        • Defining your own GeomVertexFormat
        • Pre-defined vertex formats
        • Creating and filling a GeomVertexData
        • Creating the GeomPrimitive objects
        • Putting your new geometry in the scene graph
      • Other Vertex and Model Manipulation
        • Reading existing geometry data
        • Modifying existing geometry data
        • Using memoryviews
        • MeshDrawer
        • More about GeomVertexReader, GeomVertexWriter, and GeomVertexRewriter
        • Writing 3D Models out to Disk
      • Matrix Representation
    • Render-to-Texture and Image Postprocessing
      • Common Image Filters
      • Generalized Image Filters
      • Dynamic Cube Maps
      • Low-Level Render to Texture
    • Acron Rendering Process
      • Multithreaded Render Pipeline
      • Introducing Graphics Classes
      • The Graphics Pipe
      • Creating Windows and Buffers
      • Display Regions
      • Creating New MouseWatchers for Display Regions
      • Clearing Display Regions
      • The 2D Display Region
      • Stereo Display Regions
      • Multi-Pass Rendering
      • How to Control Render Order
      • Table of features supported per graphic renderer
    • Particle Effects
      • Using the Particle Panel
      • Loading Particle Systems
      • Particle Effect Basic Parameters
      • Particle Factories
      • Particle Emitters
      • Particle Renderers
    • Collision Detection
      • Collision Solids
      • Collision Handlers
      • Collision Entries
      • Collision Traversers
      • Collision Bitmasks
      • Rapidly-Moving Objects
      • Pusher Example
      • Event Example
      • Bitmask Example
      • Clicking on 3D Objects
    • Object Management
      • Subclassing
      • Reference Counting
      • Removing Custom Class Instances
    • Hardware Support
      • Keyboard Support
      • Mouse Support
      • Joystick Support
    • Physics
      • Acron Physics Engine
        • Enabling physics on a node
        • Applying physics to a node
        • Types of forces
        • Notes and caveats
      • Using Bullet with Acron
        • Bullet Hello World
        • Bullet Debug Renderer
        • Bullet Collision Shapes
        • Bullet Collision Filtering
        • Bullet Continuous Collision Detection
        • Bullet Queries
        • Bullet Ghosts
        • Bullet Character Controller
        • Bullet Constraints
        • Bullet Vehicles
        • Bullet Softbodies
        • Bullet Softbody Rope
        • Bullet Softbody Patch
        • Bullet Softbody Triangles
        • Bullet Softbody Tetrahedron
        • Bullet Softbody Config
        • Bullet Config Options
        • Bullet FAQ
        • Bullet Samples
      • Using ODE with Acron
        • Worlds, Bodies and Masses
        • Simulating the Physics World
        • Attaching Bodies using Joints
        • Collision Detection with ODE
      • Ragdoll Solver
    • Networking
      • Datagram Protocol
        • Client-Server Connection
        • Transmitting Data
      • Downloading a File
      • Distributed Networking
        • Servers
        • Server Repositories
        • AI Repositories
        • Clients
        • Client Repositories
        • Distributed Class Definition
        • Client-Side Created Objects
        • AI-side Created Objects
        • Uber DOGs
        • Owner View
        • Time Manager
        • Related Object Manager
        • Distributed Objects
        • Distributed Node
        • Distributed Smooth Node
      • ENet Networking
        • ENet Hello World
        • Messages, Channels and Reliability
        • The Service Loop
    • Advanced Loading Techniques
      • Acron Filename Syntax
      • Asynchronous Loading
      • The Virtual File System
      • Multifiles
      • Loading Resources from Memory
      • Patching
    • Pathfinding using AcronAI
      • Getting Started
      • Steering Behaviors
        • Seek
        • Flee
        • Pursue
        • Evade
        • Wander
        • Flock
        • Obstacle Avoidance
        • Path Follow
      • Pathfinding
        • Mesh Generation
        • Static Obstacles
        • Dynamic Obstacles
        • Uneven Terrain
      • Source Codes
    • Design Patterns in Acron
      • Acron Engine Key Facts
      • Command
      • Flyweight
      • Observer
      • Prototype
      • Singleton
      • State
      • Component
      • Event Queue
      • Service Locator
      • Type Object
      • Subclass Sandbox
      • Bytecode
      • Game Loop
      • Update Method
      • Double Buffer
      • Data Locality
      • Dirty Flag
      • Object Pool
      • Spatial Partition
      • Decision Guide
  • More Acron Resources
    • Frequently Asked Questions
    • Sample Programs in the Distribution
      • Sample Programs: Asteroids
      • Sample Programs: Ball in Maze
      • Sample Programs: Boxing Robots
      • Sample Programs: Bump Mapping
      • Sample Programs: Carousel
      • Sample Programs: Cartoon Shader
      • Sample Programs: Chessboard
      • Sample Programs: Disco Lights
      • Sample Programs: Distortion
      • Sample Programs: Fireflies
      • Sample Programs: Fractal Plants
      • Sample Programs: Gamepad
      • Sample Programs: Glow Filter
      • Sample Programs: Infinite Tunnel
      • Sample Programs: Looking and Gripping
      • Sample Programs: Media Player
      • Sample Programs: Motion Trails
      • Sample Programs: Mouse Modes
      • Sample Programs: Music Box
      • Sample Programs: Particles
      • Sample Programs: Procedural Cube
      • Sample Programs: Teapot on TV
      • Sample Programs: Roaming Ralph
      • Sample Programs: Shadows
      • Sample Programs: Solar System
    • Cheat Sheets
    • User Contributed Tutorials and Examples
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ConstPointerToArrayLVecBase3d¶

See ConstPointerToArray< LVecBase3d >

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