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Math time.... (Question on sources)

Started by November 22, 2000 10:22 AM
5 comments, last by Sakairu 23 years, 11 months ago
Hello, everyone! One thing I''ve noticed while learning OpenGL is that it seems to be assumed that everyone must be very proficient with linear algebra, geometry, trig, and calculus in order to follow along with a lot of what''s going on (in the tutorials, code examples, books, etc). While the advanced mathematics are certainly not my strongest points, I''m not ignorant of them, either. However, my friend who''s seen some of my OpenGL apps has decided that he''s now interested in learning, but his math proficiency is much lower than mine, and I don''t feel qualified to try and explain some of the things going on here (here being OGL in general). Are there any resources for learning "3D math" out there that would be a good place for his foundation (and for that matter, my personal reference, as well)? Most of the ones I''ve looked for so far explain things in jargon, and that drives me insane. heh It''s like me explaining C''s syntax using "C jargon" to an English Professor (I tried this when I was in college; it doesn''t work! heh =). What I need is a concise, readable, yet useable guide to the mathematics involved in OpenGL programming (or dX, or 3D graphics in general), and so I''m here looking for suggestions. I''ll continue my search, but I thought I might stop and ask one of you guys first, since a lot of you seem extremely proficient in the calculations needed for programming in OpenGL. Thanks in advance! --David
OpenGL and Direct3D kinda hide most of the actual math and do it for you, but it''s a VERY good idea to learn what they do and how they do it. I don''t have any specific sites for you to check out, but i''d suggest learning how all the happy-fun matrix math works. That''s one of the most important things to understand in 3d graphics. When you first look at it, it looks like something the human brain can''t possibly comprehend. After you really look at it, though, you''ll realise it''s really not that hard to understand. Learn how to use matrices to "place" models, lights, the "camera", etc. If a specific site doesn''t help you, there''s always TONS more to check out.
~Gumpus P. Maximus~
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OpenGL and Direct3D kinda hide most of the actual math and do it for you, but it''s a VERY good idea to learn what they do and how they do it. I don''t have any specific sites for you to check out, but i''d suggest learning how all the happy-fun matrix math works. That''s one of the most important things to understand in 3d graphics. When you first look at it, it looks like something the human brain can''t possibly comprehend. After you really look at it, though, you''ll realise it''s really not that hard to understand. Learn how to use matrices to "place" models, lights, the "camera", etc. If a specific site doesn''t help you, there''s always TONS more to check out.
Its an older resource (early 90''s), but the Math in it hasn''t changed for eons.

Try looking for Zed3D - you should find it pretty easily. If not, I may be able to dig up the address if you email me...

~~~
Cheers!
Brett Porter
PortaLib3D : A portable 3D game/demo libary for OpenGL
~~~Cheers!Brett PorterPortaLib3D : A portable 3D game/demo libary for OpenGLCommunity Service Announcement: Read How to ask questions the smart way before posting!

http://www.flipcode.com/geometry/

Thanks for the suggestions, everyone. =) I know that OpenGL will hide a large chunk of the math and overhead for me, but I''m one of those people (and so is my friend) who really likes to know HOW everything works, you know? Ah well, call me curious. =)

Thanks again!! Any other suggestions are, of course, welcome. In the meantime, I''ll check out what''s in this post so far.


--David
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http://forum.swarthmore.edu/dr.math/

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