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6

You're not missing anything. The normal matrix exists in case the upper-left 3x3 of your regular model-view transformation is unsuitable for transforming normals (that is, contains non-uniform scale or other craziness). If you know the upper-left 3x3 is always suitable for use in the transformation of normals, there's no reason to bother with a separate ...


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You may do what you need in 2 step: Clustering: First you can cluster your point. There are many clustering algorithms which will put your points into multiple close-distance group. K-means is one of your options. Convex Hull: Then you can create Convex Hull for each cluster. such as: Gift wrapping algorithm, Quick Hull, Bridge, ... There is a trade-off ...


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The 3-tuple diagonally opposite the translation tuple in a 4x4 transformation matrix (in other words, the bottom row in your example, but note that it could be the right column if you are multiplying you vertices on the right instead, which is another equally valid convention) usually isn't used. It will have non-zero values when the matrix is used to ...


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The fourth column (or row, depending on your preferred convention) is used for projection. For example, the following page gives a good overview of perspective projections in Direct3D: Projection Transform (Direct3D 9) and the following for orthographic projection.


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Can't speak to the exact implementation details (and if I could it would be off-topic), but here's some obvious ingredients to put together: The camera is using an orthographic projection. You can tell this because a vertical wall is exactly vertical on-screen no matter where it is — if the camera were perspective then they would be "leaning outward" from ...


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A quote from the document you pasted: 15.070 If I draw a translucent primitive and draw another primitive behind it, I expect the second primitive to show through the first, but it's not there? Is depth buffering enabled? If you're drawing a polygon that's behind another polygon, and depth test is enabled, then the new polygon will typically ...


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There's quite a selection of display methods for voxel data. The most easy to grasp is certainly, one voxel=1 box, but it will leave you with a very cubic looking world. You can also look into marching cubes (going through your grid and testing how full each set of 8 voxels is, and filling with a selection of pre-generated meshes). There are a number of ...


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I imagine it's because you're only passing the iterators i, j, k to SetCell which will limit cell placement to 60 along all three axes, creating the outline of a cube.


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You want to use the following technique to modify the projection matrix. It moves the near plane to a given location (like the plane of the portal). http://www.terathon.com/lengyel/Lengyel-Oblique.pdf



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