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OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3, Eighth Edition
book

OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3, Eighth Edition

by Dave Shreiner, Graham Sellers, John M. Kessenich, Bill M. Licea-Kane
March 2013
Intermediate to advanced content levelIntermediate to advanced
984 pages
26h 18m
English
Addison-Wesley Professional
Content preview from OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3, Eighth Edition

Transforming Normals

Normal vectors aren’t transformed in the same way as vertices or position vectors are. Mathematically, it’s better to think of normal vectors not as vectors, but as planes perpendicular to those vectors. Then, the transformation rules for normal vectors are described by the transformation rules for perpendicular planes.

A homogeneous plane is denoted by the row vector (a, b, c, d), where at least one of a, b, c, and d is nonzero. If q is a nonzero real number, then (a, b, c, d) and (qa, qb, qc, qd) represent the same plane. A point (x, y, z, w)T is on the plane (a, b, c, d) if ax + by + cz + dw = 0. (If w = 1, this is the standard description of a Euclidean plane.) In order for (a, b, c, d) to represent a Euclidean plane, ...

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Publisher Resources

ISBN: 9780132748445Purchase bookOther