viewing

Inbuilt polygon clipping in OpenGL

本小妞迷上赌 提交于 2021-02-11 15:27:38
问题 Can someone help me in understanding why below code is showing triangle in front of the Quad? For gluLookAt(10, 10, 60, 0, 0, 0, 0, 1, 0) and glOrtho(-30, 30, -30, 30, 0, 90) ? Expected Output: Because the 'z' value of the triangle is less than the quad and observer is at 60 unit in the +ive 'z' axis. Thus, the rectangle should had been visible as a whole and only a few parts of the triangle would had been visible. glBegin(GL_QUADS); glColor3f(1, 1, 1); glVertex3f(10, 10, 15); glVertex3f(20,

Inbuilt polygon clipping in OpenGL

冷暖自知 提交于 2021-02-11 15:26:27
问题 Can someone help me in understanding why below code is showing triangle in front of the Quad? For gluLookAt(10, 10, 60, 0, 0, 0, 0, 1, 0) and glOrtho(-30, 30, -30, 30, 0, 90) ? Expected Output: Because the 'z' value of the triangle is less than the quad and observer is at 60 unit in the +ive 'z' axis. Thus, the rectangle should had been visible as a whole and only a few parts of the triangle would had been visible. glBegin(GL_QUADS); glColor3f(1, 1, 1); glVertex3f(10, 10, 15); glVertex3f(20,

MySQL Extended Display

无人久伴 提交于 2020-11-30 20:35:48
问题 Is there any equivalent to psql's \x to view a record with each column on a new row? 回答1: Append \G to the end of the statement before the semicolon: SELECT * FROM table_name [WHERE condition] \G; 来源: https://stackoverflow.com/questions/1794992/mysql-extended-display

MySQL Extended Display

戏子无情 提交于 2020-11-30 20:35:12
问题 Is there any equivalent to psql's \x to view a record with each column on a new row? 回答1: Append \G to the end of the statement before the semicolon: SELECT * FROM table_name [WHERE condition] \G; 来源: https://stackoverflow.com/questions/1794992/mysql-extended-display

MySQL Extended Display

匆匆过客 提交于 2020-11-30 20:34:23
问题 Is there any equivalent to psql's \x to view a record with each column on a new row? 回答1: Append \G to the end of the statement before the semicolon: SELECT * FROM table_name [WHERE condition] \G; 来源: https://stackoverflow.com/questions/1794992/mysql-extended-display

How does gluLookAt work?

妖精的绣舞 提交于 2019-12-06 02:45:50
问题 From my understanding, gluLookAt( eye_x, eye_y, eye_z, center_x, center_y, center_z, up_x, up_y, up_z ); is equivalent to: glRotatef(B, 0.0, 0.0, 1.0); glRotatef(A, wx, wy, wz); glTranslatef(-eye_x, -eye_y, -eye_z); But when I print out the ModelView matrix, the call to glTranslatef() doesn't seem to work properly. Here is the code snippet: #include <stdlib.h> #include <stdio.h> #include <GL/glut.h> #include <iomanip> #include <iostream> #include <string> using namespace std; static const int

Camera Frame and Object Frame

戏子无情 提交于 2019-12-02 09:09:28
问题 I'm reading about Interactive Graphics , in particular I started the section about the viewing and I did not understand well this sentence : Initially, we start with the model-view matrix set to an identity matrix, so the camera frame and the object frame are identical. I know what is a model view matrix and I know that in this case the camera view is oriented in the z negative axis. But I did not understand exactly what is the difference between the object frame and the camera frame . Thanks

Camera Frame and Object Frame

北城以北 提交于 2019-12-02 06:26:56
I'm reading about Interactive Graphics , in particular I started the section about the viewing and I did not understand well this sentence : Initially, we start with the model-view matrix set to an identity matrix, so the camera frame and the object frame are identical. I know what is a model view matrix and I know that in this case the camera view is oriented in the z negative axis. But I did not understand exactly what is the difference between the object frame and the camera frame . Thanks for the help. you got 2 matrices: View and Model where View represents where from are you looking and