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OpenGL SuperBible: Comprehensive Tutorial and Reference, Fourth Edition by Nicholas Haemel, Benjamin Lipchak, Richard S. Wright

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Chapter 4. Geometric Transformations: The Pipeline

by Richard S. Wright Jr.

WHAT YOU’LL LEARN IN THIS CHAPTER:

Image

In Chapter 3, “Drawing in Space: Geometric Primitives and Buffers,” you learned how to draw points, lines, and various primitives in 3D. 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. (Actually, you don’t move the objects, but rather shift the coordinate system to create the view you want.) The ability to place and orient your objects in a scene is a crucial tool for any 3D ...

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