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World Coordinate system - 2d Regular Cartesian Grid - origin (0,0) at lower left corner (OpenGL convention) - Horizontal axis - x Vertical axis (y) - Pixels are defined at the grid intersections (opengl: the lower left corner of the window) glut World Coordinate system World Coordinate system application specific - difficult to work directly in screen coordinates 10 feet 20 feet.
World Coordinate system - 2d Regular Cartesian Grid - origin (0,0) at lower left corner (OpenGL convention) - Horizontal axis - x Vertical axis (y) - Pixels are defined at the grid intersections (opengl: the lower left corner of the window) glut World Coordinate system World Coordinate system application specific - difficult to work directly in screen coordinates 10 feet 20 feet.
Copyright:
Attribution Non-Commercial (BY-NC)
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Scarica in formato PDF, TXT o leggi online su Scribd
World Coordinate system - 2d Regular Cartesian Grid - origin (0,0) at lower left corner (OpenGL convention) - Horizontal axis - x Vertical axis (y) - Pixels are defined at the grid intersections (opengl: the lower left corner of the window) glut World Coordinate system World Coordinate system application specific - difficult to work directly in screen coordinates 10 feet 20 feet.
Copyright:
Attribution Non-Commercial (BY-NC)
Formati disponibili
Scarica in formato PDF, TXT o leggi online su Scribd