Chapter 1. Lights! Camera! Mesh Geometries!
In this chapter:
Three-Dimensional Coordinates 8
The Viewport3D and Its Constituents 22
Variations in Code and Markup 25
The Orthographic Projection 43
Why Not Share the Vertices? 46
Transparency 48
Ever since artists of the Upper Paleolithic era began adorning cave walls with images of hunters and their prey, people have strived to depict three-dimensional, real-world objects on two-dimensional surfaces. Our newspapers, magazines, books, museums, scratchpads, photo albums, movie theatres, video libraries, ...
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