Tag Archives: opengl

View Matrix

In the previous article we saw that our input mesh data (all vertices) requires 7 main stages of transformations to finally reach the window space coordinates. The first 4 stages are represented by matrix multiplications. You may still wonder why do we need three matrices and why we multiply them. Well, we use matrices to…

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Iterating over STL map, STL vector, STL list and Array

Update: The post has been updated based on  feedback from reddit users: http://www.reddit.com/r/gamedev/comments/2ykhpg/iterating_over_stl_containers/  In computer games speed is always crucial so you really have to know what are the advantages or disadvantages of containers you want to use. I’m writing this article as a small parenthesis of a larger article where I presented the render loop…

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