OpenGL - Transformations and pushing & popping the matrix stack

You should read the book and lecture notes on matrix manipulation then go through this exercise.

The transformation matrices were covered in the lecture. Generally, they are 4x4 matrices that repersent the transformations (translations, scaling or rotations). The transformation matrix is multiplied by the co-ordinates of the vertices of the objects in the scene to achieve the transformation.

The lecture notes detail the construction of the transormation matrices and the homogenous co-ordinate that makes them 4x4. If you have any questions about this, please ask.

This exercise is aimed at getting you used to the effects of transformations and how they are achieved within OpenGL


Remember to check the documentation.

More OpenGL ~ 3D objects

Useful References

OpenGL Programming Guide (The Red Book).

OpenGL Index in Alphabetic Order (This is pretty long)

The OpenGL Website

The OpenGL Website - tutorials

Contact me
email: pj@cpsc.ucalgary.ca
Tel:  (403) 220 7041.