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Chapter 6. Entering the Exciting World of 3D Models

Chapter 6. Entering the Exciting World of 3D Models

In this chapter, we will cover:

  • Controlling a model with the help of trackball rotation

  • Translating the model in world coordinates

  • Scaling a model

  • Viewing the model hierarchy information

  • Highlighting individual meshes of a model

  • Implementing a rigid model animation

  • Creating a terrain with texture mapping

  • Customizing vertex formats

  • Calculating the normal vectors from a model vertex

  • Simulating an ocean on your CPU


  

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