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c++ Programming Glossary: vec3

object loader in opengl

http://stackoverflow.com/questions/14887012/object-loader-in-opengl

using namespace std using namespace glm struct Vertex vec3 position vec2 texcoord vec3 normal struct VertRef VertRef int.. namespace glm struct Vertex vec3 position vec2 texcoord vec3 normal struct VertRef VertRef int v int vt int vn v v vt vt.. Vertex verts vector vec4 positions 1 vec4 0 0 0 0 vector vec3 texcoords 1 vec3 0 0 0 vector vec3 normals 1 vec3 0 0 0 string..

Skewed frustum/off-axis projection for head tracking in OpenGL

http://stackoverflow.com/questions/16723674/skewed-frustum-off-axis-projection-for-head-tracking-in-opengl

glut.h #include functional float heightFromWidth glm vec3 camPtTopLeftNear camPtBottomRightNear float camZNear camZFar.. camPtBottomRightNear float camZNear camZFar glm vec3 wcsPtHead 0 0 700 void moveCameraXY int pxPosX int pxPosY Width.. pxWidth float wcsFromPx wcsWidth pxWidth glm vec3 wcsPtTopLeftScreen wcsWidth 2.f wcsHeight 2.f 0 glm vec3 wcsPtBottomRightScreen..

How to use anonymous structs / unions in C?

http://stackoverflow.com/questions/1972003/how-to-use-anonymous-structs-unions-in-c

anonymous structs unions in C I can do this in c g struct vec3 union struct float x y z float xyz 3 Then vec3 v assert v.xyz.. g struct vec3 union struct float x y z float xyz 3 Then vec3 v assert v.xyz 0 v.x assert v.xyz 1 v.y assert v.xyz 2 v.z will..

So can unique_ptr be used safely in stl collections?

http://stackoverflow.com/questions/2876641/so-can-unique-ptr-be-used-safely-in-stl-collections

fine vector_t vec2 5 unique_t new Foo Error Copy vector_t vec3 vec1.begin vec1.end Error Copy vector_t vec3 make_move_iterator.. Copy vector_t vec3 vec1.begin vec1.end Error Copy vector_t vec3 make_move_iterator vec1.begin make_move_iterator vec1.end Courtesy..

Modern OpenGL: VBO, GLM and Matrix Stacks

http://stackoverflow.com/questions/8951509/modern-opengl-vbo-glm-and-matrix-stacks

GL_FALSE glm value_ptr MVP or MVP 0 0 uniform mat4 MVP in vec3 Vertex void main void gl_Position MVP vec4 Vertex 1.0 instead..