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C..1 Projection Matrices
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Advanced Graphics Programming Techniques
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B. GLUT, the OpenGL
 
Contents
C. Equations
This section describes some important formula and matrices referred to in the text.
Subsections
C..1 Projection Matrices
C..1.1 Perspective Projection
C..1.2 Orthographic Projection
C..1.3 Perspective z-Coordinate Transformations
C..2 Lighting Equations
C..2.1 Attenuation Factor
C..2.2 Spotlight Effect
C..2.3 Ambient Term
C..2.4 Diffuse Term
C..2.5 Specular Term
C..2.6 Putting It All Together
2001-01-10