OpenGL blasting plan mathematics, coordinates, camera, component model
Chapter 3 - Mathematics, coordinates, cameras and component models
In Chapter 2, we have preliminarily discussed shaders. In this chapter, we will explore how to make objects move (most importantly, rotate) in OpenGL. It is assumed that you are already familiar with basic linear algebraic calculations: vector number multiplication, point ...
Added by khaitan_anuj on Sun, 23 Jan 2022 16:31:05 +0200