10_Polygons, Planes, Spheres, and Cylinders
In this lesson, we add more tools to our geometry toolset with the introduction of a polygon geometry class and a parametric geometry class. Then, we use t...
In this lesson, we add more tools to our geometry toolset with the introduction of a polygon geometry class and a parametric geometry class. Then, we use t...
In this lesson, we implement some basic Geometry and Material classes for rendering a spinning box, and then introduce some extra components to aid in the de...
This lesson explains the scene graph structure for representing 3D scenes that contain several objects. We implement fundamental components for the CG frame...
In this lesson, we build a Matrix class that applies what we learned about calculating geometric transformations and integrate it with our CG framework.
This lesson explains the mathematical calculations of common transformations in computer graphics using matrices, such as scaling, rotation, translation, and...
In this lesson we review the mathematical foundations that make geometric transformations possible in computer graphics: vectors and matrices.
In this lesson, we introduce uniform data for use in animations and keyboard events for greater interaction with the application.
In this lesson, we add a class to our framework to simplify the use of vertex buffers and then use the class to draw shapes with multiple vertices and colors.
This lesson introduces the basic framework components for creating an application window and rendering a point on the screen.
OpenGL programming in Python requires a little effort to set up the development environment. This post tells you how.