March 2013
Intermediate to advanced
984 pages
26h 18m
English
OpenGL commands usually deal with two- and three-dimensional vertices, but in fact all are treated internally as three-dimensional homogeneous vertices comprising four coordinates. Every column vector
(which we write as (x, y, z, w)T) represents a homogeneous vertex if at least one of its elements is nonzero. If the real number a is nonzero, then (x, y, z, w)T and (ax, ay, az, aw)T represent the same homogeneous vertex. (This is just like fractions: x/y = (ax)/(ay).) A three-dimensional Euclidean space point (x, y, z)T becomes the homogeneous vertex with coordinates (x, y, z, 1.0)T, and the two-dimensional Euclidean point ...