Summary
A lot of mathematical concepts were covered in this chapter that focused on matrices. Besides understanding vectors, a solid knowledge of matrices (especially 4 x 4) is an essential skill to have as a graphics programmer since they underpin the majority of the mathematics found in graphics and game engines. Once you appreciate the beauty of their simplicity and power, you’ll become more and more comfortable with their use.
In this chapter, we have only scratched the surface of using matrices in graphics. After learning how the addition operation that’s used in translations can be transformed into a 4 x 4 matrix, and integrated with scaling and rotation to perform compound transformations in 3D, we took a brief look at the ModelView Matrix in OpenGL using the project code created thus far. However, the way we currently perform the transformations is restricted to the same order as how glTranslate()
, glRotate()
, and glScale()
are used in the existing code.