Convert figure images to markdown
This commit is contained in:
parent
307b59584f
commit
77a95ec319
115 changed files with 218 additions and 403 deletions
15
50-02.md
15
50-02.md
|
|
@ -25,11 +25,9 @@ confusion. Therefore, Z decreases as distance along the line of sight
|
|||
increases; a view space coordinate of (0,0,-1000) is directly ahead,
|
||||
twice as far away as a coordinate of (0,0,-500).
|
||||
|
||||
\
|
||||
**Figure 50.1** *The 3-D drawing pipeline.*
|
||||

|
||||
|
||||
\
|
||||
**Figure 50.2** *A right-handed coordinate system.*
|
||||

|
||||
|
||||
#### Projection {#Heading5}
|
||||
|
||||
|
|
@ -62,8 +60,7 @@ for example, used to move objects from object space, in which the center
|
|||
of the object is typically the origin (0,0,0), into world space, where
|
||||
the object may be located anywhere.
|
||||
|
||||
\
|
||||
**Figure 50.3** *Perspective projection.*
|
||||

|
||||
|
||||
#### Rotation {#Heading7}
|
||||
|
||||
|
|
@ -80,8 +77,7 @@ First, it is possible to concatenate multiple rotations into a single
|
|||
matrix by multiplying them together in the desired order; that single
|
||||
matrix can then be used to perform the rotations more efficiently.
|
||||
|
||||
\
|
||||
**Figure 50.4** *3-D rotation formulas.*
|
||||

|
||||
|
||||
Second, 3x3 rotation matrices can become the upper-left-hand portions of
|
||||
4x4 matrices that also perform translation (and scaling as well, but we
|
||||
|
|
@ -112,8 +108,7 @@ functionality), and the ability to draw the projected polygon (complete
|
|||
with clipping) and handle the other details of animation (2-D
|
||||
functionality).
|
||||
|
||||
\
|
||||
**Figure 50.5** *A 4x4 Transformation Matrix.*
|
||||

|
||||
|
||||
Happily (and not coincidentally), we put together a nice 2-D animation
|
||||
framework back in Chapters 47, 48, and 49, during our exploratory
|
||||
|
|
|
|||
Loading…
Reference in a new issue