Download Advanced Linux 3D Graphics by Norman Lin PDF

By Norman Lin

This moment colume offers programmers who're skilled in either Linux and primary 3D photographs strategies with a well-rounded perpesctive on 3D concept and perform in the context of programming higher interactive 3D functions

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The elements are accessed as normal through the array index operator [ ]. Class l3d_two_ part_list is an extension of l3d_list and partitions the list of items into two parts: a fixed part and a varying part. The fixed part is fixed in size and never changes; the varying part is based on some dynamic calculation and changes often in size. However—and this is the whole point of the l3d_two_part_list—both the fixed and the varying parts are accessed identically. If we stored the fixed and varying parts in two separate lists, any references to list items would need to specify if the item comes out of the fixed or the varying list, which makes for rather inconvenient code.

The internal list of indices specifies the polygon in terms of the external vertices, specified in clockwise order when looking at the front of the polygon (the left-handed rule). During an analytic clipping operation, new vertices can be created; this requires addition of new vertices to the external list, and temporary redefinition of the internal vertex index list to use the new clipped vertices. The source code for the polygon classes is located on the companion CD-ROM in the directory $L3D/source/app/lib/geom/polygon.

H) represents a 3D polygonal object. It declares a list of vertices and a list of polygons. The vertices are shared among all polygons. Each polygon is defined in terms of a list of indices into the shared vertex list of the object. The class l3d_object stores a list of matrices representing transformations on the object. The method reset sets all vertices of the polygon back to their original positions in object coordinates; the method transform then applies a transformation to the vertices, so that the vertices may be moved into world space, camera space, and finally, screen space.

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