5. Changing Your Point of View

This chapter explains and demonstrates techniques for rendering geometric objects from any point of view. 3D objects have fronts, sides, tops, and bottoms. Relatively simple mathematic operations called transformations determine which parts of the objects are visible in the rendered scene. Many people find mentally visualizing the effects that transformations have on rendering difficult. Even when the effects of transformations are correctly anticipated, relationships between the math and the end results might not be obvious. This chapter examines transformations with examples and then provides recipes for common transformations.

The Depth Render Buffer

Triangles, lines, and points are rendered in the order they ...

Get Learning OpenGL ES for iOS: A Hands-On Guide to Modern 3D Graphics Programming now with the O’Reilly learning platform.

O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.