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Rotation

Positive rotation is counter-clockwise, looking down the positive axis towards the origin.

Scaling

Reflection is a special case of scaling, corresponds to negative scale factors

WebGL and Transformations

Model-View Transformation

Getting the object from a model into the world.

Camera: Projection Transformation

Output of vertex shader is:

q = P * MV * p

Current Transformation Matrix (CTM)

Generally the product of the Projection matrix and ModelView matrix

Matrix Multiplication Order

Last operation specified is the first executed in the program. Think of it like a stack - last added is first popped off.