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3D Game Programming All in One, Third Edition by Kenneth C. Finney

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CHAPTER 33D PROGRAMMING CONCEPTS

In this chapter we will discuss how objects are described in their three dimensions in different 3D coordinate systems, as well as how we convert them for use in the 2D coordinate system of a computer display. There is some math involved here, but don’t worry—I’ll do the heavy lifting.

We’ll also cover the stages and some of the components of the rendering pipeline—a conceptual way of thinking of the steps involved in converting an abstract mathematical model of an object into a beautiful on-screen picture.

3D CONCEPTS

In the real world, we perceive objects to have measurements in three directions, or dimensions. Typically we say they have height, width, and depth. When we want to represent an object on a computer ...

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