January 2012
Intermediate to advanced
308 pages
8h 6m
English
No book on 3D programming would be complete without at least one chapter on the mathematics behind 3D transformations. If you care nothing about this, move on—there's nothing to see here. After all, doesn't OpenGL take care of this stuff automatically? Certainly. But it is helpful to be familiar with what's going on inside, if nothing more but to understand the lingo of 3D-speak.
Let's define some terminology first:
Figure 2–1. Translation (left) and rotation (right)
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