CGTechBlog
Sunday, February 20, 2011
Normolization Issues in vertex and fragment shader
http://www.lighthouse3d.com/opengl/glsl/index.php?normalization
Wednesday, February 2, 2011
Brief conclusion of CG project1
1. OpenGL 中的角度表示是180,而非PI。
2. PushMatrix后需将堆栈的顺序调换。
Tuesday, February 1, 2011
Deriving Projection Matrices
http://blog.csdn.net/G_cofa/archive/2010/10/08/5926092.aspx
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