chapter 5.2

Objectives <next>


Computer Viewing

 


The OpenGL Camera


Default Projection


Moving the Camera Frame


Moving Camera back from Origin


Moving the Camera


OpenGL code


The LookAt Function


gluLookAt

glLookAt(eyex, eyey, eyez, atx, aty, atz, upx, upy, upz)


Other Viewing APIs


Projections and Normalization - (Read Section 5.4 carefully)


Homogeneous Coordinate Representation




Simple Perspective


Perspective Equations


Homogeneous Coordinate Form (Error in image; substitute p = Mq in statement consider q = Mp where)


Perspective Division


OpenGL Orthogonal Viewing


glOrtho(xmin,xmax,ymin,ymax,near,far)
glOrtho(left,right,bottom,top,near,far)


OpenGL Perspective


glFrustum(xmin,xmax,ymin,ymax,near,far)


Using Field of View


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