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ID: 19134, 3D matrix renderer - OpenGL/Quaternions

by Alan Garny Email: Anonymous

3D matrix renderer using OpenGL for the rendering and quaternions for the rotation
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For Delphi, Version 7.0  to 7.0 576 downloads
Copyright: No significant restrictions

Size: 279,718 bytes
Updated on Thu, 31 Oct 2002 10:24:16 GMT
Originally uploaded on Thu, 31 Oct 2002 10:15:34 GMT
SHA1 Hash: 3A716763066ABFBAA805CB5D75F2C5B5516DF1C3
MD5 Hash: C4CA157EE0892B7E93CD79C9EB0A6AAA

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A 3D matrix specifies whether a particular element corresponds to a node or not. From there, the program generates one or several 3D structures based on the nodes. It first calculates the boundary of the structure(s). Then, it generates triangles, lines and points to get the shape of the structure(s). Finally, it renders the whole thing using OpenGL. The rendering can be smooth or not. A flat rendering will use one normal per triangle, while a smooth rendering will use 3 normals (one for each node). Each node's normal is an average of the different triangles' normal in which the current node is part of. One would have to create a proper structure to really appreciate the smoothing feature. Finally, rotation of the structure is handled using quaternions (to avoid the gimbal lock issue).

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