chapter 5.3

Objectives <next>


Normalization


Pipeline View



Notes


Orthogonal Normalization


glOrtho(left,right,bottom,top,near,far)



Orthogonal Matrix


Final Projection


Oblique Projections


General Shear


Shear Matrix


Effect on Clipping


Simple Perspective


Perspective Matrices


Generalization



Picking alpha and beta


Normalization Transformation


Normalization and Hidden-Surface Removal


OpenGL Perspective


OpenGL Perspective Matrix


Why do we do it this way?


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