Recent content by Synthetix

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    Why are polygons typically triangulated in computer graphics?

    I'm familiar with it, although I don't completely understand all of the math involved. I use a Phong shader written in GLSL as part of the fragment program. I send the coordinates (vectors) of the lights, along with the vectors for each point in 3D. The shader seems to sort this all out...
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    Why are polygons typically triangulated in computer graphics?

    Thanks for the replies. I wasn't aware that the Saturn used quads as primitives. I read the Wikipedia entry on it and was surprised to see that triangular surfaces required the fourth edge to be a length of zero! That's just wacky, especially when we're so used to triangles. And texturing must...
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    Why are polygons typically triangulated in computer graphics?

    Hello, I just have a basic geometry question (really within the context of computer graphics). What is the significance in triangulating polygons? Why not squares, or polys with more angles? Why triangles? Is that because it is the simplest representation of a closed area? Also, is it due to...
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    Coordinate Space Transformations

    Ok, I at least figured out the rotation. I tried blackwind's formula: Direction = ObjectVector*RotMatrix But it didn't work for me as-is. I had to put the rotation matrix on the left side to get it to work: objectB_matrix = RotMatrix*objectB_matrix "objectB_matrix" is the object's...
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    Coordinate Space Transformations

    Hey chiro, I am trying to do the same as blackwind and although I sort of understand how to apply transformations through matrices, I am unsure of how to get two objects in world space to transform in unison using one object's local space. The best way to explain it is like this: I have two...
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