Retidy, removing align=left from headings and empty paragraphs
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50-07.html
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50-07.html
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN"
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"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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<!DOCTYPE html>
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<html xmlns="http://www.w3.org/1999/xhtml">
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<head>
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<center>
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<table border="1">
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<tr>
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<td><a href="50-06.html">Previous</a></td>
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<td>
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<a href="50-06.html">Previous</a>
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</td>
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<td><a href="index.html">Table of Contents</a></td>
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<td>
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<a href="index.html">Table of Contents</a>
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</td>
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<td><a href="51-01.html">Next</a></td>
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<td>
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<a href="51-01.html">Next</a>
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</td>
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</tr>
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</table>
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</center>
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<p><br /></p>
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<h4 align="left" id="Heading9">Notes on the 3-D Animation Example</h4>
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<h4 id="Heading9">Notes on the 3-D Animation Example</h4>
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<p>The sample program transforms the polygon’s vertices from object space to world space to view space to the screen, as described earlier. In this case, world space and view space are congruent—we’re looking right down the negative Z axis of world space—so the transformation matrix from world to view is the identity matrix; you might want to experiment with changing this matrix to change the viewpoint. The sample program uses 4x4 homogeneous coordinate matrices to perform transformations, as described above. Floating-point arithmetic is used for all 3-D calculations. Setting the translation from object space to world space is a simple matter of changing the appropriate entry in the fourth column of the object-to-world transformation matrix. Setting the rotation around the Y axis is almost as simple, requiring only the setting of the four matrix entries that control the Y rotation to the sines and cosines of the desired rotation. However, rotations involving more than one axis require multiple rotation matrices, one for each axis rotated around; those matrices are then concatenated together to produce the object-to-world transformation. This area is trickier than it might initially appear to be; more in the near future.</p>
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<p>In the next chapter, we’ll assign fronts and backs to polygons, and start drawing only those that are facing the viewer. That will enable us to handle convex polyhedrons, such as tetrahedrons and cubes. We’ll also look at interactively controllable rotation, and at more complex rotations than the simple rotation around the Y axis that we did this time. In time, we’ll use fixed-point arithmetic to speed things up, and do some shading and texture mapping. The journey has only begun; we’ll get to all that and more soon.</p>
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<p><br /></p>
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<center>
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<table border="1">
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<tr>
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<td><a href="50-06.html">Previous</a></td>
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<td>
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<a href="50-06.html">Previous</a>
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</td>
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<td><a href="index.html">Table of Contents</a></td>
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<td>
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<a href="index.html">Table of Contents</a>
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</td>
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<td><a href="51-01.html">Next</a></td>
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<td>
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<a href="51-01.html">Next</a>
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</td>
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</tr>
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</table>
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</center>
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