1 3D basics
In this chapter we are going to introduce the 3D basics. We will look at how to store the information required for a computer to display a 3D object. In addition, we will consider the maths required to manipulate this object in 3D space and then convert this to a 2D display. We need a sufficiently general scheme that will allow us to store and manipulate the data that can be displayed as a box, a teapot or an action hero. The method generally used is to store a list of points and a list of polygons. Throughout this book, all the source code is designed to handle polygons with three or four sides.
In later chapters we will leave most low-level operations to a graphics library, which will manage most of the mathematical manipulation. ...
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