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Developing Graphics Frameworks 28 - Material - Points, Lines, Surfaces
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Last Updated: September 27, 2026
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Summary
Learn about local coordinate systems and local transformations, how the accumulated transformations applied to an object are ... Part one of section 16.6. We look into Create extensions of the base Material class that enable geometric shapes to be rendered as points, lines, or triangulated ... In this video I provide a brief general explanation of the concept of Add texture coordinates (also known as UV coordinates) to the basic geometric objects: rectangles, boxes, polygons, and ... Create the base Material class, which defines the overall appearance of geometric objects and stores uniform variable data (using ... Section 16.5 not six section 16.5 Learn how to derive a perspective projection matrix: given a viewable region represented with a frustum (truncated pyramid) ... Based on student and viewer feedback, in order to increase cross-platform compatibility, a few changes are introduced in this ... Learn how to represent translation transformations with matrix multiplication by introducing homogeneous coordinates. Learn how to use the recently added functionality from the Input class to change values of Uniform variables and move geometric ...
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