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Mastering SFML Game Development

You're reading from   Mastering SFML Game Development Inject new life and light into your old SFML projects by advancing to the next level.

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Product type Paperback
Published in Jan 2017
Publisher Packt
ISBN-13 9781786469885
Length 442 pages
Edition 1st Edition
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Author (1):
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Raimondas Pupius Raimondas Pupius
Author Profile Icon Raimondas Pupius
Raimondas Pupius
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Table of Contents (11) Chapters Close

Preface 1. Under the Hood - Setting up the Backend FREE CHAPTER 2. Its Game Time! - Designing the Project 3. Make It Rain! - Building a Particle System 4. Have Thy Gear Ready - Building Game Tools 5. Filling the Tool Belt - a few More Gadgets 6. Adding Some Finishing Touches - Using Shaders 7. One Step Forward, One Level Down - OpenGL Basics 8. Let There Be Light - An Introduction to Advanced Lighting 9. The Speed of Dark - Lighting and Shadows 10. A Chapter You Shouldnt Skip - Final Optimizations

Applying transformations


Moving, rotating, and otherwise manipulating vertex data may seem quite straight forward. One may even be tempted to simply update the vertex position information and simply resubmit that data back to the VBO. While things may have been done that way for a while in the past, there are much more efficient, albeit more math-intensive ways of performing this task. Displacing vertices is now done in the vertex shader by simply multiplying the vertex positions by something called a matrix.

Matrix basics

Matrices are extremely useful in graphics programming, because they can represent any kind of rotation, scale, or displacement manipulation that can be applied to a vector. There are many different types of matrices, but they are all just blocks of information that look similar to this:

This particular matrix is a 4x4 identity matrix, but a variety of differently sized matrices exist, such as 3x3, 2x3, 3x2, and so on. There are rules when it comes to adding, subtracting,...

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