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40.1. Game Plan

In this chapter, you'll start where prior chapters left off and build toward a more complete 3D engine that will display solid, textured, and lit models. You'll take this one step at a time:

  1. You'll take a batch of vertices in 3D space as Vector3Ds and project them all, using Utils3D.

  2. You'll draw these as points using methods of Graphics that you already know.

  3. You'll connect the vertices into a triangle strip and draw them using drawTriangles() or drawGraphicsData() with a GraphicsTrianglePath.

  4. You'll experiment with wireframe drawing and solid fills.

  5. You'll learn about backface culling and enable it so that you don't have to worry about overlapping polygons on convex objects.

  6. You'll learn how a texture is mapped onto a model using UV mapping and map a simple texture on a model.

  7. Finally, you'll get a taste of lighting and shading techniques using multipass textures and Pixel Bender shaders.


  

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