Chapter 1
Introduction: Basic concepts
1.1 Coordinate spaces, transformations
1.3 Working with the windowing system
1.7 Lighting models and shading
There are some basic mathematical and programming notions and concepts important for understanding the potentials of computer graphics. In this chapter we will just briefly review them and show what we need in order to write OpenGL rendering code. They will be covered in subsequent chapters.
In the beginning of this book we will be writing a program which renders a torus and allows the user to rotate it with the mouse. Initially it be rendered just in one color (see Figure ...
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