![]() ![]() 1.3 Quick Preview of the Adventures AheadĢ.2 Orthographic Projection, Viewing Box and World CoordinatesĢ.3 The OpenGL Window and Screen CoordinatesĢ.5 Color, OpenGL State Machine and InterpolationĢ.6 OpenGL Geometric Primitives 2.7 Approximating Curved Objects2.8 Three Dimensions, the Depth Bu er and Perspective ProjectionĢ.8.1 A Vital 3D Utility: The Depth Bu erĢ.10 Approximating Curved Objects Once Moreģ.1 Vertex Arrays and Their Drawing Commandsģ.9 Line Stipples 3.10 FreeGLUT Objects3.11 Clipping PlanesĤ.4 Modelview Matrix Stack and Isolating TransformationsĤ.6.1 Understanding the Viewing Transformation 4.6.2 Simulating a Viewing Transformation with Modeling Transfor-mations4.6.3 Orientation and Euler AnglesĤ.6.4 Viewing Transformation and Collision Detection in Animationĥ INSIDE ANIMATION: THE THEORY OF TRANSFORMATIONSĥ.2.1 A ne Transformations De ned 5.2.2 A ne Transformations and OpenGL5.2.3 A ne Transformations and Homogeneous Coordinatesĥ.3 Geometric Transformations in 2-Space Continuedĥ.3.2 Euclidean and Rigid Transformationsĥ.4.6 Accessing and Manipulating the Current Modelview Matrix. ![]()
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