Chapter 4
3D Math Foundations
When you really get down to it, using 3D graphics is an exercise in math. Some of the math can be interesting; some of it can be seriously dull. It all depends on the eye of the beholder. Love it or hate it, however, you still have to learn it. A solid foundation in math is a requirement if you want to be a successful 3D coder. Don't worry, though; I'll try to keep this chapter as interesting as possible.
Points
Let's start with the most basic of basic primitives: the 3D point, or vector. Points are paramount in 3D graphics. The vertices of objects, the objects' locations and directions, and their velocities/forces are all described with 3D points. Three-dimensional objects have width, height, and depth, which ...
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