CS184 Section 3
Transformations and GLSL
Brandon Wang
February 7, 2012
Material adapted from Fu-Chung Huang.
Brandon Wang
February 7, 2012
Material adapted from Fu-Chung Huang.
Covered most of this last week. A few points:
As mentioned in lecture, newer matrices are right multiplied in old OpenGL. This is a good idea that you should maintain if you decide to use "modern" OpenGL
glMatrixMode(ModelView); glLoadIdendity(); glPushMatrix(); //head glPushMatrix(); glTranslate(0, 3, 0); DrawCircle(); glPopMatrix();
Identity
Identity*Translate
Identity
Fu-Chung's amazing slides. (Offline)
(Explanation of matrix stacks using visual aids)
Fu-Chung's amazing worksheet. (Offline)
Worksheet on matrix stacks)
Introduction to what it is. How to code it in later lectures/discussions. (Actually, tomorrow).
Again, Fu-Chung's amazing slides
(I'm not kidding, these are really good)
(Covering pipeline of GLSL)