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OpenGL SuperBible: Comprehensive Tutorial and Reference, Seventh Edition
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OpenGL SuperBible: Comprehensive Tutorial and Reference, Seventh Edition

by Graham Sellers, Richard S. Wright Jr., Nicholas Haemel
July 2015
Intermediate to advanced
912 pages
25h 5m
English
Addison-Wesley Professional
Content preview from OpenGL SuperBible: Comprehensive Tutorial and Reference, Seventh Edition

Chapter 4. Math for 3D Graphics

What You’ll Learn in This Chapter

• What a vector is, and why you should care about them.

• What a matrix is, and why you should care more about them.

• How we use matrices and vectors to move geometry around.

• What the OpenGL conventions and coordinate spaces are.

So far, you have learned to draw points, lines, and triangles and have written simple shaders that pass your hard-coded vertex data through unmodified. We haven’t really been rendering in 3D—which is odd for a book on 3D graphics! Well, to turn a collection of shapes into a coherent scene, you must arrange them in relation to one another and to the viewer. In this chapter, you start moving shapes and objects around in your coordinate system. The ability ...

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Publisher Resources

ISBN: 9780134193120Purchase book