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Introduction to 3D Game Programming with DirectX 10 by Frank Luna

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Chapter 3

Transformations

We describe objects in our 3D worlds geometrically; that is, as a collection of triangles that approximate the exterior surfaces of the objects. It would be an uninteresting world if our objects remained motionless. Thus we are interested in methods for transforming geometry; examples of geometric transformations are translation, rotation, and scaling. In this chapter, we develop matrix equations, which can be used to transform points and vectors in 3D space.

Objectives:

image    To learn the coordinate transformations for scaling, rotating, and translating geometry.

    To discover how several transformation matrices can be ...

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