Basics of OpenGL Viewing and Transformations
- Example 08. This program demonstrates how vertices are transformed
in the traditional OpenGL pipeline. It calculates in software
what OpenGL calculates in hardware for a vertex.
Get the code
See the code
- Example 09. This program demonstrates orthographic projection.
Notice how much easier it is to calculate our dataset when we
can rely on a projection transformation to map it to the screen.
Make sure to hit the 'p' key, to see the two different orthographic
views. Next, modelling transformations.
Get the code
See the code
- Example 10. This program demonstrates translation, rotation
and scaling matrices with orthographic projection.
The arrow keys apply the transformations, and the 't', 'r',
and 's' keys choose which transformation matrix to modify,
't' = translation matrix, 'r' = rotation matrix,
's' = scale matrix. The matrices are applied in that order.
Next, coordinate systems and inverse transformations.
Get the code
See the code