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 the classes Geometry and Material for handling all the attributes, vertices, shader programs, uniform data, and rendering settin...
This lesson explains the scene graph which is a useful structure for 3D scenes that contain many objects and relationships. In the 3D Objects section we int...
In this lesson, we apply what we learned about calculating geometric transformations to build a Matrix class and integrate it with our CG framework.
This lesson explains the mathematical concepts behind matrix calculations for common transformations in computer graphics including scaling, rotation, transl...
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.